HOW TO CHOOSE A HARD DISK
COMPUTE
YOUR COMPEETE HOME COMPUTER RESOURCE
MAY 199]
NEW
INTRODUCING
OUR
TEST LAB!
41 GREAT PC TOOLS!
HACK IN THE USSR:
GLASNOST BITS
|
U.S. $2.95/U.K. £1.95
| |
on'714 2193323 |
SET EC
24 sanualy 1991
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And John's
The costof ===-—
a first-class letter
just dropped.
Reports, letters, resumes. ...if it's
worth printing, we think it’s worth printing well. So we designed the KX-P1123 to be a more
affordable version of the 24-pin we make for business.
We started with 24-pin print quality. Added 7 fonts. And included emulations for
both the IBM ProPrinter X-24E and Epson LQ-850.*
Just like our business printers, we gave the 1123 bottom, top
and rear paper paths so you can put it virtually anywhere. We put The Dn
all the controls right up front on our EZ-Set™ operator panel to make
set-up totally PS And we incorporated a new automatic
microline feed that makes paper loading a cinch.
We HA it a maximum speed of 240 characters per second
in draft. And finally, we've backed the KX-P1123 with a 2-year
limited warranty (details at your dealer).
So stop communicating second-class. And start communi-
cating with your Panasonic dealer. He'll show you why our strongest
impression is value. For further information on the KX-P1123, .
call 1-800-742-8086. Printers, Computers, Peripherals,
Copiers, Typewriters and Facsimiles
on
utting all her rece paper due
eee
Ponseme
= oe 2 si
cafeants of neat Panasonic, —
OA os ae ee
Business Machines Corp. Epson is
a registered trademark of Seiko
Epson Cor :
sd Engineered for the office
P4-COM lesigned for people.
Circle Reader Service Number 204
N
irst of all, I’d like to remind all
user groups to get in contact with
us if you want to be included in
this year’s listing. We’ve sent
forms to all the groups on our world-
wide list, but you'll be excluded if we
don’t hear from you. If you haven’t
received a form by this time, send usa
card or letter with your group’s name,
address, and any BBS information.
Now I’d like to thank all of you
who’ve responded to our Gazette
Readership Survey. This is the fourth
year we’ve run such a survey, and
your feedback provides us with a good
idea of how we’re doing. We appreci-
ate your taking the time to mail them
in. Incoming survey forms have
slowed to a trickle now, so let’s take a
look at what you’ve told us.
It comes as no surprise that the
majority of you own and use a 64 (77
percent); 42 percent of you own a 128.
Of those responding, 3 percent own
an Amiga, 2 percent own a Macin-
tosh, and 6 percent own an IBM or
compatible. Of course, many of you
own more than one computer and
have an interest in more than one
brand. More than one of you indicat-
ed that you own all the brands men-
tioned in the survey.
Of those who use a computer at
work, 57 percent use a PC, 23 percent
use a 64, 9 percent use a 128, 8 per-
cent use a Macintosh, and 3 percent
use an Amiga.
We were curious about how
many of you are computer novices
and how many are veterans. It seems
5 percent of you bought your 64 with-
in the past year, and twice that figure
have two years’ experience. The sur-
vey indicates that 3 percent of you
bought a 64 the first year it came out.
The average length of ownership is 4.7
years. Interestingly enough, ten read-
ers said they bought a 64 the year
before it was introduced. Maybe they
were thinking of the VIC-20.
We also found that you spend
quite a few hours each week at your
keyboards. The average is 11.5 hours,
but a few superusers spend 50 or more
hours at their computers. One reader
=
in Ontario, Canada, spends 20-50
hours keeping church and election re-
cords on his 64 and 128, teaching chil-
dren how to program, and working
with handicapped people. Another 50-
hour user does everything from play-
ing games to controlling his home’s
lighting system. Others in the 50-60
hour category say they keep their
computers busy doing real estate ap-
praisals, keeping tax records, operat-
ing ham radio stations, drawing,
writing newsletters, and helping in the
classroom.
The champion heavyweight user,
who reportedly spends 60-80 hours
each week at his 64, says he gets his
copy of COMPUTE from his father,
plans to buy another 64 this year, buys
“a lot” of mail-order software, doesn’t
use Gazette’s programs, but might if
there were more business programs
offered.
While most of you are satisfied
with your computers, 18 percent of
you plan to buy a new one within the
next year. The PC market will get the
biggest share, with 28 percent of you
moving to an IBM or clone. Brand
loyalty is reflected by the 45 percent
who say they’ll stick with Commo-
dore. Of those planning to buy a new
computer, 16 percent say they’ll get
another 64, and 17 percent plan to up-
grade to an Amiga. An interesting
note is that 12.5 percent plan to buy a
128. Since Commodore no longer
makes the 128, people interested in
this gone-but-not-forgotten computer
will have to turn to the used-equip-
ment market to buy the computer
they want. (Montgomery-Grant ad-
vertises that it still has 128s in stock,
but that’s the only 128 ad I’ve seen re-
cently.) With this much interest in an
orphaned machine, count on Gazette
to continue its 128 support. Now’s a
good time to remind programmers
that we actively solicit 128-specific
programs.
Next month, we’ll take a look at
some of the other information provid-
ed by the survey, including what you
want to see in Gazette in the future and
how you feel about our new format. o
- A
oF te Seat Fe
64/128 View G-1
TOM NETSEL
Gazette Readership Survey
results start to pour in.
News & Notes G-4
EDITORS
Ultima VI, Pick ’n Pile, and
high-speed data conversions
for the 64.
Feedback
EDITORS and READERS
Painting with Light
PAUL HUGHES
Use your 64 with painting
software to unleash your
artistic talents.
Reviews
REVIEWERS
Micro League Baseball II, Mega
Pack, Pro Tennis Tour, Dragon
Wars
G-14
Machine Language G-18
JIM BUTTERFIELD
Beginner BASIC G-20
LARRY COTTON
Programmer’s Page G-22
RANDY THOMPSON
D’Iversions G-24
FRED D’‘IGNAZIO
TYPE-INPROGRAMS G-25
Castalia G-25
Multi-Reader G-30
Radonium G-33
Xtrax G-36
Loader-Maker G-37
COMPUTE G4
New Products! Lower HD Prices!
See us at the World of Amiga in New York
for a Dazzling Demonstration of 8 bit Power!
The CMD HD series of hard drives for the Commodore 64 and 128 have been designed to provide
is the highest level of compatibility and performance. These drives incorporate the latest in SCSI
Bd D eries technology with advanced circuit design to bring youthe most features at an affordable price. CMD
L. drives allow you to achieve the higher level of productivity you require to get the most from your
aera
existing software - today!
a + Compatible with GEOS™, CP/M™, BBS programs and most commercial software.
are rives + 3.1/2" SCSI technology for quiet reliable operation in a compact case about the size of a 1581.
+ Bullt-In Commodore compatible DOS responds to all 1541, 1571 and 1581 commands.
LETT
+ Up to 254 partitions In sizes ranging from 256 blocks to 65,280 blocks each,
The New Standard in 64/128 Hard Drives ° Built-in real time clock automatically time and date stamps all files.
g + Compatible with Amiga, IBM and Macintosh systems for convenient upgrading.
+ Connects easily to the serial bus, leaving ports open for use with cartridges, REU's and RAMLInk.
+ Supports all serial and JiffyDOS protocols, plus parallel interface for connection to RAMLink.
+ Easy-to-use utilities allow backing up and copying files to and from 1541, 1571, or 1581 drives,
+ Supports an unlimited number of true subdirectories which share all blocks within a partition.
+ Built-in Q-Link software allows easy access to America's most popular 64/128 online service.
+ External power supply avoids overheating and wear on computer power supply.
+ Includes standard SCSI port and all utilities needed to expand the system (up to 4 Gigabytes).
HD-20 $590:95° NOW $499.95 + HD-40 $799-95 NOW $659.95
HD-100 $1149:95 NOW $999.95 + HD-200 $1499:95 NOW $1299.95
Plus New Prices on CMD SD Series Add-on Drives!
SD-40 $549.95 + SD-100 $899.95 + SD-200 $1199.95
More than a replacement for the deskTop, the gateWay offers a unique, streamlined approach to file
management under GEOS. With a resizable Note Pad, proportional slider and fuel gauge, the gateWay
makes it easier to get where you're going. In designing the gateWay, we took a good hard look at the el
deskTop to make sure that none of the functionality would be lost. Then we added feature after feature
- capabilities that you, the serious GEOS user, have found lacking in the deskTop. At CMD, there's a lot
more going on than powerful new hardware development - we're creating new ways to use it
+ Full three drive support, including auto-swapping for applications which will not allow use of drive C. A Mnole New Way of eal with GEOS
+ Loadable disk drivers become memory resident and replaces the need for CONFIGURE. q specie
+ Full CMD device support for RAMLink, RAMDrive and HD hard drives allowing for partition sizes up to 16
Megabytes and Macintosh style folders.
+ Supports using the CMD HD hard drive via parallel for faster hard drive access.
+ RAM disk drivers allow use of as much available RAM as possible - no longer limiting you to a 1541 or 1571 e7k on disk
sized RAM disk. bate | be : 7
+ Integrated Control Panel replaces the Preferences Manager and allows you to contour the gateWay to your sons 7 GP Bk on disk
choice of colors, screen pattern, printer driver and input driver. 1 - 4k on disk
+ Task switching via our Switcher allows you to move instantly between two applications. itp . < e
+ An all new trash can structure which allows you to retrieve multiple files from the trash can. i tk on disk
+ A proportional gadget for moving easily through the directory listing on the Note Pad. alf Font tk on disk
+ Status boxes to indicate files remaining for copy and orase features, plus new file and disk Info boxes, cust
+ A browse feature which helps in quickly locating files on the currently active device.
gateWay 64 $29.95 + gateWay 128 $29.95 » Both $39.95 » Shipping: UPS Ground $5.00
Note: The gateWay requires a Commodore 64 or 128, minimum of one disk drive, a mouse or joysick and GEOS 2.0 for operation.
21k on disk
OTHER CMD HARDWARE & ACCESSORIES
~ Lt. Konnector - Allows use of Lt. Kemal drive mechanism with CMD HD System $19.95
The Ultimate Disk Drive Enhancement System Disk Drive Power Supply - Heavy Duty Replacement for 1541-II, 1581, & CMD HD $49.95
JiffyDOS 64 or SX-64-$59.95 JiffyDOS 128 or 128D - $69.96 JiffyMON ML Monitor - 64 Mode ML and disk drive Monitor (requires JiffyDOS) $19.95
Each system includes computer Kernal ROM(s) and one drive ROM. Serial Cables - Quality 36" Commodore Serial Cables (6 pin DIN male to male) $3.95
i ive model number: d serial wh ‘dering.
pp sac ame tg tr cr lag gla Shipping (U.S.): Lt. Konnector $5.00, Power Supply $6.00, JifyMON $2.00, Serial Cables $2.00
See all of the CMD 8 bit Ordering Information and Shipping Charges
roducts at HD and SD Hard Drives: Continental US: $25.00 per drive (UPS ground), $35.00 (2nd-Day), $45.00 (Next-Day). Canada: $50.00 (Airmail). COD to U.S. only
p $4.00 add charge. Foreign prices: 20Mb, $699.95, 40Mb, $899.95, 100Mb, $1249.95, 200Mb, $1599.95 Postage: $35.00
WORLD OF JitfyDOS: ‘Add $5.00 per order (UPS ground), $9.00 (2nd-Day Air), plus $4.50 for APO, FPO, AK, Hi, and Canada, or $15.00 for overseas orders,
No addifonal shipping if ordered with any hard drive. COD’s to US only - add'l $4.00
Tax: MA residents add 5% sales tax.
Terms: We accapt VISA, MasterCard, Money Orders, C.0.D...., and personal checks (allow 3 weeks for personal checks to dear). Credit
card orders provide the following: Card holders name, biling address, homework phone, card number, expiration date and issuing
+ WE VERIFY ALL CREIRRICARD INFORMATION AND PROSECUTE INDIVIDUALS ATTEMPTING TO PERPETRATE FRAUD -
Note: Prices and specifications subject to change wiheut notice. GEOS, GEOS 20, GEOS deskTop, GEOWRITE, GEOPANT, GEOS CONFIGURE, and GEORAM are registered Yrademarks of
Berkeley Softworks, hc, CP/M is « rademark of Digital Research, Commodore 64, Commodore 128, Commodore SX-64, Commodore 1280, Commodore 1700, 1764, 1750 and Commodore
Passenger Ship Terminal Pier 90 FALDOS were rents of Cannot atin igs arta Cannes Ma rena ot i Congr, BM ana of rer
Business Machines Lt Kernal s a vademark of Fiscal ston, Inc. RAMLnk, RAMDrive, and ga we registred trademarks o! ative Micro Designs,
Booth 121 April 5-7 10am-5pm —
serene 25 Fo
bbe)
CMD /Dr. Evil Labs SID SYMPHONY Stereo Cartridge ¥
—— : Sl aoe PAR eA
my CMD/ Dr. Evil Labs SWIFTLink-232 Serial Cartridge
1 A Real RS-232 Serial Port for the Commodore 64 or 128 The Realism of Stereo Sound on your Commodore 64 or 128
SWIFTLink-232 gives you atrue RS-232 port with the ability to communicate at speeds fil The STEREO SID Cartridge effectively adds a second complete SID chip to your
from 300 to 38,400 bps, plus true 1200 and 2400 bps using Hayes compatible modems. el Commodore 64 or 128, giving you a total of 6 separately controllable voices. SID
SYMPHONY may be attached to your home stereo or most amplified speaker systems [i
Bi to provide you with whole new dimension in sound. Create your own stereo musicusing |i
By the Robert Stoerrle's Stereo Editor (which we include free with Computel’s Enhanced ji
S| SID Player book), or just enjoy the many hundreds of available songs by using Mark A. [i
al Dickenson's Stereo Player software (included free with the SID SYMPHONY Cartridge).
By |fyou're interested in creating your own music files, be sure to get a copy of Compute's
My Music System for the Commodore 128 and 64: The Enhanced SID Player.
$9.95 fF $39.95 Compute's Music System Book $22.95 J
IFTLink-232 Cartridge $39.95 SWIFTLink Cable
(Both). Canada add $4.50.
RAMDrive, and CMD's RAMCard as if it were a disk drive. Optional RAMCard installs internally
and can be used alone or in combination with the storage of an external REU for a maximum
capacity of 16 Megabytes.
+ Supports Commodore 1700, 1764, 1750, Berkeley Softworks GEORAM and PPI's RAMDrive.
+ Optional RAMCard allows RAMLink to be used as a RAM Disk with or without a separate REU.
User Expandable from 1 Mb to 16 Mb using standard SIMMs.
+ Pass-Thru connector allows use of cartridge port peripherals such as utility cartridges.
+ Reset, Disable, Direct Access mode and SWAP functions are all standard features.
+ RAM port provides power back-up to REU's,
+ Parallel port provides ultra-fast data transfer when connected to CMD HD series hard drives.
+ Includes separate power supply - optional battery available to protect against power failure.
RAMLink (without RAMCard) $179.95 RAMLink Battery back-up unit $24.95
RAMLink w/ RAMCard (0 Mb) $219.95 Parallel Cable for CMD HD $14.95
RAMCard w/ 0 Mb (if purchased separately) $59.95 1 Mb RAM SIMMs (CALL for current price) *$59.95
“RAM price when Ad was created, For current prices on all capacifes - CALL. Prices and specifcations subject to change without notice,
Shipping: US: $10.50 (UPS), $18.00 (2nd day), COD add $4.00. Canada $20.00.
RAMLink or RAMDrive - Which one is right for you?
Both RAMLink and RAMDrive give Commodore users powerful features never before available in
a RAM expander. RAMDriveis intended mainly for those who do not require the high RAM capacity
Bel of RAMLink ( upto 16 Mb ), RAMLink’s Pass-Thru port or the parallel port for communicating with
mM the CMDHD Series of hard drives. RAMDrive is an excellent choice for those who desire portability
fy sincethe internal battery pack cankeep the contents of RAMDrive intact forseveral days. RAMLink
is the perfect choice for GEORAM owners who want the ability to use that device with programs
otherthan GEOS. RAMLink has a built-in RAM Port for easy use with a GEORAM or Commodore
REU. No matter which CMD RAM device you select, you'll benefit from the fantastic capabilities
of a high speed RAM disk equipped with RL-DOS and the outstanding value of CMD suppor.
+ Allows commercial software to access all available RAM as a high-performance RAM Disk.
* gateWay software for GEOS use available at no additional charge.
* RL DOS performs up to 20 times faster than Commodore RAMDOS, up to 400 times faster
than a stock 1541 and provides full DOS command compatibility.
+ Up to 31 1541/1571/1581 emulation or Native mode partitions, plus true subdirectories.
i « Includes buit-in JiffyDOS Kernal for high-speed access to JitfyDOS equipped disk drives.
* Software for copying files (FCOPY) and complete disks (MCOPY) included.
ete ee 74g ela
RAMDrive - A High Performance Battery Backed RAM Cartridge
RAMDrive is a fresh new approach to RAM expansion for the Commodore 64 and 128.
RAMDriveis a self contained battery backed cartridge with capacities of 512K, 1 Mb and 2 Mb.
RAMDrive incorporates RL-DOS, an ultra-fast, easy-to-use operating system similar to the
HD-DOS found in CMD HD Series hard drives. This DOS allows various types of partitioning
along with compatibility and speed unsurpassed by previous RAM Expansion systems.
+ Compatible with vast amounts of commercial software as an ultra-fast RAM disk.
+ Power back-up eliminates the loss of files upon powering down the computer while the
built-in battery protects data during transportation or power outages,
+ Available in 512K, 1 Mb and 2 Mb models at Incredibly low prices,
+ DOS includes JiffyDOS Kernal routines for high speed disk access with JiffyDOS equipped
disk drives,
+ Software for copying and GEOS compatibility included,
+ Reset switch allows computer reset without loosing data In RAMDrive.
+ Reset, Disable and SWAP functions are all standard features.
RAMDrive w/512K $149.95 RAMDrive w/t Mb $199.95 RAMDrive wi2 Mb $289.95
Shipping: US: $7.50 (UPS), $14.00 (2nd day), COD add $4.00, Canada $15.00. See Ordering and Shipping
information elsewhere in this ad for credit card information. RAMDrive designed and manufactured by Performance
Peripherals, Inc. Prices and specifications subject to change without notice.
Jat Sa a a
{ Creative Micro Designs, Inc.
By 50 Industrial Dr., P.O. Box 646, East Longmeadow, MA 01028
| ORDERS ONLY: 800-638-3263 BBS: 413-525-0148
eis Mauss. St T 7 r
NEWS & NOTES
Ultimately Bad
Origin (110 Wild Basin, Suite 230, Austin, Texas 78746) announces the re-
lease of two new titles for the 64: Lord British’s Ultima V/ ($69.95) and Chris
Roberts’s Bad Blood ($49.95). Uncover the mystery of the gargoyles in the
sixth episode of the Ultima saga. As Avatar, you and your trusty band of
friends venture forth from the shores of Britannia to the dark reaches of the
underworld.
In Bad Blood you must save the mutant survivors of a nuclear holocaust
from the hatred of their human foes. The new leader of the pureblood humans
seeks to enslave, and eventually destroy, the entire race of mutants. You have
been sent from your tribal village to scour the bombed-out cities in search of a
way to overcome centuries of bad blood. Just be sure to arm yourself to the
teeth for battles against gun-toting slavers and airborne buzars.
Croc by Vincent D. Zahnle of Martinez, Georgia,
is this disk’s Picture of the Month.
Welcome to “Gazette Gallery.” Each month Gazette Disk features a collec-
tion of the best 64/128 artwork submitted by our readers. We pay $50 for
each piece of art we accept and an extra $50 for the one selected as Picture of
the Month. Send original art to Gazette Gallery, COMPUTE Publications,
324 West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.
G4 COMPUTE MipAveNiounl 9.9
Hatronics (145 Lincoln Street,
Montclair, New Jersey 07042) an-
nounces its HART (Hatronics
Asynchronous Receiver/Trans-
mitter) interface for the 64 and
128. This high-speed RS-232 in-
terface is capable of sustaining in-
terrupt-driven serial-to-parallel
and parallel-to-serial data conver-
sions at speeds in excess of
19.2K baud.
HART connects via the com-
puter’s cartridge port and is fully
programmable in BASIC, 6502
and 8502 assembler, and other
languages. Although still under
development, HART will be pro-
vided with programming infor-
mation, terminal software, and
file-transfer programs for use with
most modems and IBM PCs.
Great Balls
of Fire
A multitude of colored balls are
falling from the sky, and it's your
job to make them disappear.
That's the aim of Pick ’n Pile
($29.95), a new release this spring
from the French company Ubisoft
and distributed by Electronic Arts
(1820 Gateway Drive, San Mateo,
California 94404).
To make the balls disappear,
you must stack columns of identi-
cal balls. The column must be sur-
rounded by others in order to
make it vanish. Once a column
has been completed, it disap-
pears. If you are skillful enough to
clear the screen of the balls,
you're off to the next level. This
exciting and frustrating game is
designed for one or two players.
Joysticks required. a
OJN)T/GJOJMJEJR]Y) (GJRJAJNT}e::
C=Commodore: ble
Includes:
‘GEOS Program Quantum Link Software
* One Joystick
C=Commodore 128=
C-128D w/Built-in Disk Drive
Includes 1 FREE Game
(a $19.95 Value)
1 Joystick (Necessary for
GEOS - 3 $19.95 value)
TEST PILOT |64€ COMPLETE] 64C€ COLOR
PACKAGE PACKAGE PACKAGE
128D COMPLETE 128D DELUXE ‘Commodore 64C *Commodore 64C * Commodore 64C
PACKAGE PACKAGE Computer : Computer Computer
*Commodore 128-D Computer |+Commodore128D Computer = ‘Commodore 1541 | «commodore 1541 Commodore 1541
with Built-in Disk Drive with Built-in Disk Drive Disk Drive Disk Dri Bisk Dis
*80 Column Printer *RGB Color Monitor *Ace Joystick eigen | yo.
*12" Monitor * 80 Column Printer *GEOS Program +80 Column Printer * 80 Column Printer
ae” 3 ews Value) |" FREE Game (a $19.95 Value)» Quantum Link * 12" Monitor * Color Monitor
Software
5 SOFTWARE
PACKAGES INCLUDES:
Sonera Tactical Eighior = Inflvator i]
+ Crazy Car Tom:
*GEOS Program
* Quantum Link
Software
*GEOS Program
* Quantum Link
Software
WE CAN RECONFIGURE ANY OF OUR COMPUTER
PACKAGES TO YOUR SPECIFICATIONS. CALL FOR DETAILS!
PRINTER STAR CITIZEN
NX-1000C.rersccesseene $179.95 GSX-140....scccsssenrn$284.05
j ; 200GX.............. $169.95 COMMODORE 1571 MAGNAVOX 13" COLOR
SPECIALS ape Rainbow...$227.05 200GK a icine DISK DRIVE COMPOSITE MONITOR
: KITS} e oe ieee CALL (64, 64C Compatible)
PANASONIC RAPID ACCESS
KXP-1180..cccsssenson $159.95 | FD-168 MAGNAVOX 13" COLOR
KXP-1191ooosccsensse$244.95 RGB/COMPOSITE MONITOR
COMMODORE 1541Il :
KXP-1124..... .. $279.95
KXP-1624......... $349.95 | DISK DRIVE pouba soy ae
COMMODORE
Compact, 0 ae Thermal -850.... $329.95 MPS 1230...ccccsn.$189.95 a ACCESS i 720 CLONE an
rinter
COMMODORE 1520 SANYO PR-3000 :
40 Column Color Plotter Printer | | Daisy Wheel Letter Quality Printer | | COMMODORE 1084 OTHER ACCESSORIES FOR YOUR
MONITOR COMMODORE COMPUTER AVAILABLE
LOW COST COMMODORE
INTERFACE...snevscssl STOCK
PERIPHERALS FOR COMMODORE aR
COMMODORE 1700 RAM pee
SEE OUR AD IN THIS MONTH'S AMIGA SECTION OF THIS MAGAZINE FOR GREAT AMIGA SPECIAL VALUES
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FEEDBACK
Pope Gregory Did It
I realize Module 64 (January 1991) is
not primarily a calendar program, but
rather a demonstration of how the
program can load routines from a disk
and link them together. I take issue,
however, with the statement that
Module 64 will print any month be-
tween the years 0 and 2300. The years
1700, 1800, 1900, 2100, and 2200 are
not leap years, as the demo indicates.
Also, I see no notice of the fact that in
the year 1582, ten days were omitted
from the calendar when we switched
from the Julian to the Gregorian cal-
endar. In 1582, the day following Oc-
tober 4 was October 15. The Module
64 calendar is correct only from
March 1900 to January 2100.
RUSSELL E. HOLT
CANDIA, NH
You're right, Russell. While time
may flow in a continuous stream (if
we discount what some science fic-
tion writers may say), trying to
track it with calendars introduces a
few holes and gaps. Pope Gregory
made calendars more accurate
when he devised his calendar with a
leap year adjustment, but he unwit-
tingly made it tough for computer
programmers. Several readers
pointed out these and other prob-
lems. See the following letter.
A shortcoming with the Module 64
calendar is that the program allows for
years prior to 1582 to be selected. For
the Gregorian calendar, these years
didn’t exist. Also, for use in the Unit-
ed States and Canada, the program
should limit the dates prior to 1752—
September 14 to be exact. This was
the date that the Gregorian calendar
came into use in the British colonies.
ROBERT C. MARCUS
ST. THOMAS, ON
CANADA
That's an interesting historical
point you don't see mentioned with
most perpetual calendars. We're
glad to know that Module 64 works,
even if the demonstration’s accura-
G6 COMPUTE MAY
cy is questionable. For those readers
who may need to know the day of
the week for any date on the Grego-
rian calendar, including those pesky
end-of-century, nonleap years
whose numbers end in 00 but are
not evenly divisible by 400, COM-
PUTE programmer Bruce Bowden
offers this simple program. By the
way, Romania didn’t accept the
Gregorian calendar until 1917.
MJ 5 REM GREGORIAN DAY OF THE
{SPACE}WEEK - BRUCE BOWDE
N
MH 16 DS="MM/DD/yyyy"
RB 20 PRINT"ENTER THE DATE AS
{SPACE}";DS$:INPUT RS
QJ 36 IF LEN(RS$)<>LEN(DS) THEN
20
CC 46 M=VAL(LEFTS$(RS,2)):D=VAL
(MIDS(RS$,4,2)) :Y=VAL(RIG
HTS (RS,4))
BJ F=365*Y+D+31* (M-1)
FS IF M<3 THEN F = F+HINT((Y
-1) /4)~INT (.75* (INT (((Y-
1) /106) +1) ))
GB IF M>2 THEN F = F-INT(.4
*M+2.3)+INT (Y/4)-INT(.75
* (INT (Y/10@) +1))
PM DY = F-INT (F/7) *7
KC PRINT"WITH SATURDAY=0, T
HE DAY IS";DyY
A Different Calendar Lament
Can you help me with Monthly Calen-
dar (March 1989)? Various lines in
the calendar printout don’t line up. I
have a 128D, a Star SG-10 printer,
and a G-Whiz interface.
R. H. LENTZ
JOSHUA TREE, CA
I have a fix for Monthly Calendar.
The program won’t work with the set-
up that I have. I have a Star NP-10
printer and a G-Whiz interface. I had
to change the following two lines to
make it come out right.
1030 PRINT#4,CHR$(18);“(2 SPACES)
SUNDAY(6 SPACES)MONDAY(5
SPACES)TUESDAY(3 SPACES)
WEDNESDAY (2 SPACES)*;
1040 PRINT#4,CHR$(18);“THURSDAY
(4 SPACES) FRIDAY(4 SPACES)
SATURDAY(3 SPACES)*;GM$
Te 9SOe
I hope this helps some people who
may have had trouble with the
printouts.
RICHARD BUTTERFIELD
ATASCADERO, CA
Thanks, Richard. That seems to be
just the fix that Mr. Lentz needs.
When readers with certain hard-
ware configurations have problems
getting programs to run, it’s difficult
for us to offer solutions when we
don't have the same hardware on
hand. That's why we encourage
readers to send in tips or Bug-Swat-
ters that can help others with simi-
lar problems.
Best CAD
What are the best CAD programs for
the 64 and the 128, and who makes
them?
BRIAN TREASE
ERIE, MI
It’s tough to say which of any kind .
of program is best, and we would
hesitate to try. Since there aren’t too
many CAD programs available for
the 64 or 128, however, we can men-
tion a few titles. Chances are we'll
leave one or two out—and I’m sure
we'll hear about the ones we do—
but the following programs are still
readily available.
CADPak 64 ($39.95) and
CADPak 128 ($59.95) from Abacus
Sofiware (5370 52nd Street SE,
Grand Rapids, Michigan 49512)
are fine programs that have been
around for some time. CAD-3D
(353.95) from IHT Sofiware (2269
Chestnut Street, Suite 162, San
Francisco, California 94123) is
another.
For more specialized pro-
grams, there's Home Designer 128
($39.95) from Free Spirit Software
(58 Noble Street, Kutztown, Penn-
sylvania 19530). If you want to de-
sign printed circuit boards, check
out Printed Circuit Board 64
($75.00) from Microsentinel Sys-
tems (P.O. Box 4135, San Pedro,
California 90731-4135). a
GAZETTE
D\SK L/BRARY
-VALUE-PACKED SOFTWARE
AT AFFORDABLE PRICES
All Gazette disks are menu-driven for ease of use—and they feature complete
documentation. Just load and you're ready to go!
SpeedsScript $11.95
COMPUTE Publications’ most popular program
ever. Powerful word processing package includes
SpeedScript for the 64, SpeedScript 128, spelling
checkers for both 64 and 128 versions, plus an
additional dozen support programs, including
mail-merge and word-count utilities.
Gazette Index $7.95
Every article and department from Gazette—July
1983 through December 1989 issues—is indexed:
features, games, reviews, programming, ‘‘Bug-
Swatter,”” ‘‘Feedback,’’ and the other columns.
Disk features pull-down menus, help screens,
superfast searching/sorting capabilities, and
much more.
Best Gazette Games $9.95
Best dozen arcade and strategy games ever
published in Gazette all on one disk. All games for
Commodore 64, Titles: Crossroads II: Pandemo-
nium, Basketball Sam & Ed, Delta War, Heat
Seeker, Omicron, Powerball, Q-Bird, Trap, Arcade
Volleyball, Mosaic, Power Poker, and Scorpion II.
Gazette’s Power Tools $9.95
Fourteen of the most important utilities for the
64 ever published in Gazefte. For serious users.
Titles: MetaBASIC, Disk Rapid Transit, Mob Maker,
Ultrafont+, Quick!, Disk Editor, Basically Music,
PrintScreen, 1526 PrintScreen, Fast Assembler,
Smart Disassembler, Comparator, Sprint Il, and
Turbo Format.
The GEOS Collection $11.95
Gazette’s best 13 programs for GEOS and GEOS
128 users. Selection includes utilities, applications,
and games. Titles: Super Printer Driver, Skeet, File
Saver, Help Pad, Word Count, Directory Printer,
Quick Clock, SlideShow, File Retriever, Screen
Dumper, Font Grabber, GeoPuzzle, and
GeoConverter.
128 Classics $11.95
Thirteen of Gazette’s best 128 programs, including
utilities, games, and applications. Titles:
MetaBASIC 128, RAMDisk 128, 80-Column Disk
Sector Editor, MultiSort, Block Out, Miami Ice,
The Animals’ Show, Cribbage, XPressCard, Sound
Designer, Video Slide Show, Math Graphics, and
3-D BarGrapher.
A A A A SS SS SO SS
* Residents of North Carolina and New York add appropriate sales tax. Canadian orders, add 7% goods and services tax.
All 6 DISKS FOR ONLY $49.95!
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i SPECIAL OFFER!
i All prices include shipping & handling.
- SpeedScript D $11.95
é Gazette Index O $ 7.95
F Best Gazette Games O $ 9.95
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lea
De ee |
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Fed
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oO
Painting
with Light
USE YOUR COMPUTER
TO UNLEASH YOUR ARTISTIC TALENTS
f you’re an artist who wants to express your creative
talents, your 64 can be an exciting medium. Let’s
take a look at the wonderful world of Commodore
graphics. To begin with, there are benefits and ad-
vantages of creating art on a computer over using more
traditional methods. Unlike using tools such as brush,
pen, pencil, charcoal, or pastels, which wear out and have
to be cleaned, drawing on a computer’s digital canvas isn’t
messy, and the medium is renewable. Also, there’s no ad-
ditional expense for new supplies.
You can create unlimited patterns and textures with
different brush tips and nibs that you can save and use
many times. The ability to experiment and change your
mind as you work is open to you. By generating art on
your computer, you can save the stages of your work in
progress to disk for later retrieval. If you make a mistake,
you can easily undo the last action. If you “spill” color
somewhere, you don’t have to grab a cloth and worry that
your painting is ruined. You have the freedom to let your
creativity flow, to make decisions as you work, and not to
feel locked into a particular route.
If you decide that an earlier course was a better one,
call up the last image and start with a fresh new approach,
rather than starting from scratch. Also, by saving in stages,
you'll have a visual record of sequences from sketch to
finished artwork and learn from past efforts.
Cut-and-Paste Artist
The ability to duplicate portions of your image by cutting
and pasting sections saves you from the tedious task of re-
drawing multiple objects by hand. Because you are work-
ing on an exact replica of the original, you can share your
images with fellow computer users. So it is very easy to
duplicate your electronic images and share originals by
swapping disks or uploading to a BBS.
Peo Re on L
GB COMPUTE MeAw vis lio 98
Tools of the Trade
As with traditional artists, choosing the right tools is im-
portant to a computer graphic artist. As a traditional artist
chooses the right brushes and nibs, you’ll have to decide
which is the best input device to suit your needs. Then
you'll have to decide on a paint program.
A joystick is fine for arcade and maze games in which
up, down, left, right, and diagonal movements are re-
quired, but it is not well designed as a drawing implement.
A trackball might be more useful for drawing smooth free-
hand curves, but it is very slow and unstable for doing
straight lines.
Using a touch tablet and stylus that emulate pen and
paper might seem more natural to some; unfortunately,
they are not very accurate and are rather jittery. The Koa-
laPad touch tablet is popular but no longer made, but the
pad that comes with Animation Station is a good replace-
ment.
Using a lightpen is very close to drawing with an air-
brush or paintbrush, but be careful of static when touching
the monitor screen. Also, your hand and arm may become
cramped by holding the lightpen in the air without sup-
port. The lightpen pointer, or cursor, may get lost in dark
or red areas of the image, and you will be unable to move
it. Many lightpens are cheaply made and are not precise.
An exception of high quality is the Flexidraw Inkwell
Lightpen.
The input device that provides the most accurate re-
sponsiveness and best follows the movements of your
hand is a true-proportional 1351 mouse. Many computer
artists find this to be the optimal input device.
Two Graphic Modes
The 64 has two graphic resolution modes. Multicolor,
sometimes referred to as medium resolution, is the most
lies etl 5 Se ogee
:
8
g
E
GAZE T T E commopore 64/128
popular format and is often used for
game title screens and graphics. It has
a 160 X 200 pixel display and allows
more colors to be used closer together.
High-resolution mode is com-
posed of a bitmap image of 320 X 200
pixels. This mode allows for more
pixel detail but limits placing colors
in close proximity. Hi-res mode is
used mostly for printer output rather
than for screen displays. Koala is the
standard format for multicolor, and
Doodle is the popular format for high-
resolution graphics. These programs
were the first to exploit the graphics
capabilities of the 64. (See “Bitmap
Graphics on the Commodore 64.”)
Many of the graphics packages
that have followed Koala and Doodle
have advanced to the point that they
include many state-of-the-art drawing
tools that would have been found only
on programs for more expensive
graphic computers. Each of the pro-
grams mentioned includes the basic
drawing tools of freehand, line, box,
circle, zoom, copy and paste, and
undo. But they also have their own
unique features that set them apart.
Graphics Galore
Because the 64 is a powerful yet inex-
pensive computer for creating graph-
ics, a plethora of paint programs
quickly sprang up, but only a handful
Yes, save time and money! Subscribe to the Gazette
Disk and get all the exciting, fun-filled Gazette pro-
grams for your Commodore 64 or 128—already on
disk!
Subscribe today, and month after month you'll
get all the latest, most challenging, and fascinating
programs published in the corresponding issue of
COMPUTE.
New on the Gazette Disk! In addition to the
programs that appear in the magazine, you'll also
get outstanding bonus programs. These programs,
which are often too large to offer as type-ins, are
available only on disk—they appear nowhere else.
As another Gazette Disk extra, check out
Excellent examples of a 64’s black-and-
white and color graphics are these
pictures of a cabin, by Perry Miller, and
a frog, by T. Preston Chesser.
of them have endured the test of time.
In the past if you wanted to draw in
both multicolor and high-resolution
modes, you had to buy two separate
packages. Advanced Art Studio is an
easy-to-use menu-driven, multicolor
program that supports multiple input
devices. This British import also
comes with Advanced OCP Art Studio,
which is basically the same program,
but in high-resolution mode.
Advanced Art Studio is unique be-
cause of its pull-down menu system. It
offers three levels of magnification in
zoom mode (2X, 4X, 8X), as well as
scaling, mirroring, and rotating sec-
tions of the screen and saving them
for later access. It includes a spray-
paint feature and built-in editors for
defining custom pens, brushes, pat-
terns, and fonts. It includes a gray-
scale printer dump option.
Digital Artist is an all-purpose,
state-of-the-art, full-featured, high-
resolution graphic design program
that supports a 1351 mouse or joy-
stick and RAM expansion units and
allows for editing on a virtual page
larger than the viewing screen. Many
features set this program apart from
its competitors. These include a
unique graphical user interface, digital
parameter display of coordinates for
precise alignment, rotation of selected
object at any arbitrary angle, turbo-
“Gazette Gallery,” where each month we present the
very best in original 64 and 128 artwork.
So don’t waste another moment. Subscribe to-
day to COMPUTE’s Gazette Disk and get 12 issues
for only $49.95. You save almost 60% off the single-
issue price. Clip or photocopy and mail completed
coupon today.
Individual issues of the disk are available for
$9.95 (plus $2.00 shipping and handling) by writing
to COMPUTE, 324 West Wendover Avenue, Suite
200, Greensboro, North Carolina 27408.
YES! Start my one-year subscription
to COMPUTE’s Gazette Disk right away
for only $49.95.*
1 Payment enclosed (check or money order)
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* Residents of NC and NY, please add appropriate sales tax for your area. Canadian
orders, add 7% goods and services tax.
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are required. Sug. Retail $379.00 Color Ribbon for NX-1000/NX-1000C additional interfaces or cables are required.
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Telecommiunicanions for Your Commodore!
1200 Baud —
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The Amiga version of the Minimodem is equipped with a
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DOS, an improved disk-operating sys-
tem, and printer support. Its drawing
tools feature right-angle lines, arc,
multiple lines, measuring ruler, user-
definable patterns and brushes, excel-
lent text control, and hollow or filled
ellipses, triangles, or parallelograms.
Graphics from Overseas
Many of the more powerful paint pro-
grams are imports from Europe. Mas-
terpiece, also known as 64 Image
System, is imported from Europe by
Scorpion Software. It supports both
high-resolution and multicolor
modes. Some of its unique features
are its ability to twist, bend, rotate,
stretch, and distort objects for strange
and unusual special effects.
Artist 64 is an outstanding multi-
color paint program from England
that has many features found only on
Amiga paint programs. It supports
joysticks and a mouse. There is a
1351 mouse driver for it available on
Quantum Link.
It features multisided polygons
from three to ten sides, the ability to
draw with a cycle or rainbow of select-
ed colors at a specified rate of speed,
and protection and priority for colors
to weave over and under each other
(for those who decide to add a tree
after drawing a brick wall and want to
place it in the background). Other un-
usual drawing commands include re-
member cursor position (RCP) for
drawing concentric circles, use last op-
tion for repeating an action, grab a
section of the screen with or without
colors to use much as you might a
cookie cutter or rubber stamp, repeat
paste, draw continuously, and draw
text with a pattern.
Artist 64 also has an editor for
unlimited brush tips and textures for
shading. The most amazing feature of
Artist 64 is that its 13 commands can
each be affected by one or more of 21
other options, for a total of more than
250,000 possible effect combinations.
AMICA Paint (Advanced Multi-
color Computer Aided Paint) is an im-
pressive and innovative graphics
package from Germany, which I hope
will be imported into the U.S. It pulls
Amiga-like performance out of the 64.
It loads and saves standard Koala
files, as well as its own compressed
picture format. Its unique pop-up,
multilevel menus can be accessed by
function keys or hot keys.
AMICA Paint also has color pro-
tection and priority for selectively
stenciling and masking certain colors,
a repeat option, and a macro mode to
load and save frequently used mouse
movements and command sequences.
It supports many hollow and filled
shapes such as polygons, rays, ellipses,
arcs, and cutout pie shapes. You can
Gi2 COMPUTE MAY
adjust the size and power of the spray
command. The block option allows
you to mirror, rotate, enlarge, reduce,
scale, stretch, bend, slant, skew, tip, or
tilt into perspective any section of the
screen for 3-D effects.
Other advanced features let you
extrude, add a drop shadow, contour,
thicken or smooth, create random gra-
dient fills, mix, blend, or smear an
area of the screen. You can load and
save custom configurations such as
cursor speed, movement and accelera-
tion, keyboard support, or pixel
movements. You can save to disk
parts of the screen to use as custom
brushes. There’s an excellent built-in
pattern and line editor, and it has the
ability to rub through a second work
area onto the current workscreen.
An excellent zoom mode either
magnifies the full screen or shows a
small /4-screen zoom of the area
around the cursor while the full screen
is normal size. This last option allows
all features to be used while in zoom
mode. There is an excellent smooth-
scrolling slideshow feature built in. A
true-color cycling animation feature
allows volcanoes to erupt and spheres
to rotate. If that is not enough, there is
the ability to load in animation, print-
er, and expansion modules.
Both Artist 64 and AMICA Paint
are truly extraordinary graphics pack-
ages for experienced 64 computer-
graphics artists who are serious about
their work and want many Amiga-like
features. Too bad these European pro-
grams are hard to find in the U.S.
Graphics Conversions
No one paint program can possibly
provide all the features and tools you
might want. So the ability to create a
drawing with one paint package and
then enhance the picture with features
found in another program is to your
advantage. Moving from one format
to another can present problems,
however.
Unlike the Amiga IFF (Inter-
change File Format) standard file for-
mat that allows exchanging of images
between different programs, each 64
graphic program has a different file
format. You can’t simply load one im-
age into another program and edit it.
Bitmap Graphics on the Commodore 64
How does your 64 translate data in memory
to pictures on screen? The answer is bit-
mapping. This term means that no transla-
tion takes place—the data is the image.
Memory on the 64 is composed of
65,536 cells, called registers. As a group,
these registers constitute the computer's
RAM (Random Access Memory). Any reg-
ister can be accessed randomly by merely
giving its address to the microprocessor.
The register, which we refer to in the ab-
stract as a byte, is the fundamental unit of
computer memory. Does this mean that no
smaller memory units exist? No, simply that
no smaller unit can be individually ad-
dressed. In fact, there is a smaller unit of
prime concern to graphics programming.
Each byte carries with it eight digits.
Each digit can have a value of either 0 or 1,
similar to the off or on state of a light
switch. These digits are called bits.
When a bitmap is used to make a com-
puter picture, the bits affect what is seen.
On the 64, there are two kinds of bitmaps.
One sees each bit as a screen dot that will
be placed on the screen (high-resolution
mode). These dots, or picture elements, are
called pixels. The other kind of bitmap uses
two bits side by side to represent a pixel
(multicolor mode). The difference has to do
with the way the 64 handles color.
When each bit corresponds to a pixel,
the bit is either off or on. Hence, there are
two possible colors, a foreground color for
the pixel whose bit has a value of 1 (on) and
a background color where the pixel bit is 0
(off). But if there are two bits to every pixel,
then there are four color possibilities. The
first two bits correspond to 10 in binary;
that is, the first bit is on, and the second is
off. The second pair is 01, the third is 11,
and the fourth is 00.
WOR Om
The 64's microprocessor, the VIC (Vid:
e0 Interface Chip), is specially designed for
doing bitmapped graphics, but it has some
peculiarities. The major one is the way it
maps those bits to the screen. Remember
that the bits are packaged eight to a byte
and, although the VIC displays in bits, it ac-
cesses memory in byte groupings.
It starts with the pixel image at the top
left of the screen as the 1st byte of the
memory region to be mapped. Instead of
assembling the byte images straight across
the screen to the end and continuing on the
next line, it deposits subsequent bytes be-
low the 1st until there are 8 in the stack.
The Sth is then placed next to the 1st and
starts a new stack; then the 17th is placed
next to the 9th, and so on.
When the end of the current row of 8-
high stacks is reached, a new line is built in
similar fashion below it, starting with the
321st byte. There are 25 of these 320-byte
lines on a screen, resulting in 8000 bytes
per bitmap. Since there are 8 bits per byte,
that makes a total of 64,000 bits, or pix-
els—320 across by 200 down. It isn’t by
chance that this stacking arrangement, 8
bits across by 8 bytes deep, has the same
dimensions as a character.
So far, we have a monochrome image.
The 8 X 8 character blocks are also the
fundamental units for color assignment.
Whether an image is 2-color or 4-color, the
colors are decided within the 8-byte charac-
ter block grouping. Once a new character
block is reached, a new set of colors may
apply. That's why all 16 colors can be seen
on the screen at once but there are only 2
colors within a character-sized region in
Doodle art and 4 colors within the same
region in Koala art.
BRUCE BOWDEN
VIDEO BYTE Il the only FULL COLOR!
video digitizer for the C-64, C-128
Introducing the world’s first FULL COLOR! video digitizer for the Commodore
C-64, 64-C, C-128 & 128-D computer. VIDEO BYTE can give you digitized video
from you V.C.R., LASER DISK, B/W or COLOR CAMERA or OFF THE AIR or
CABLE VIDEO (thanks to a fast! 2.2 sec. scan time). New version 3.0 software
features full RE-DISPLAY with MULTI CAPTURE MODE, MENU SELECT PRINT-
ING, EXPANDED COLORIZING FEATURES, SAVE to DISK feature and much more!
FULL COLORIZING! Is possible, due to a unique SELECT and INSERT color
process, where you can select one of 15 COLORS and insert that color into
one of 4 GRAY SCALES. This process will give you over 32,000 different color
combinations to use in your video pictures. SAVES as KOALAS! Video Byte II
allows you to save all your pictures to disk as FULL COLOR KOALA'S. After
which (using Koala or suitable program) you can go in and redraw or color
your V.B. pic's. LOAD and RE-DISPLAY! Video Byte II allows you to load and
re-display all Video Byte pictures from inside Video Byte's menu. MENU DRIVEN!
Video Byte Il comes with easy to use menu driven UTILITY DISK with V3.0
digitizer program. (64 MODE ONLY). COMPACT! Video Byte II's hardware is com-
pact! In fact no bigger than your average cartridge! Video Byte comes with it's
own cable. INTEGRATED! Video Byte II is designed to be used with or without
EXPLODE! V5.0 color cartridge. Explode! V5.0's menu will return you to VIDEO
BYTE Il’s menu. EXPLODE! V5 is the PERFECT COMPANION! Video Byte I! users
are automatically sent FREE SOFTWARE updates along with new documenta-
tion, when it becomes available. PRINT! Video Byte II will printout pictures in
BLACK and WHITE GRAY SCALE to most printers. However when used with
Explode! V5.0 your printout’s can be done IN FULL COLOR 8 by 11's SIDEWAYS
on the RAINBOW NX-1000, RAINBOW NX-1000C, JX-80, Seikosha 3000 Al.
(OKIDATA 10/20's (print larger 6” by 9”) USER SLIDE
ONLY
SHOW program w/auto or manual display is standard
with VIDEO BYTE program. And can be backed up!)
Why DRAW a car, airplane, person or for that_matter
... anything when you can BYTE it.. .VIDEO BYTE it
instead!
BYTE Il together and receive FREE!! UPS S/H.
WORKS WITH P.A.L. ALSO + IN 64 MODE ONLY
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The MOST POWERFUL, DISK DRIVE and PRINTER CARTRIDGE ever produced for
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screens. (c) 4 Way color selection with insert, for all HI-RES screens. (d) Infinite FILE
COPY for all SEQ. & PRG. files, copy your file only once, then write that file to as many
disks as you like. . .great for single file copying by small user groups. (e) FULL COLOR
PRINTING of ALL COLOR HI-RES & MULTI-COLOR SCREENS to ALL COLOR DOT MATRIX
PRINTERS (not for INK JET printers). (f) Direct ONE KEY access back to VIDEO BYTE
software thru EXPLODE! V5.0's 2nd MENU. (g) Supports all popular printer interfaces. (h)
FREE upgraded utility disk.
SUPER FASTLOAD and SAVE (50K-9 SEC’S) works with ALL C-64 or C-128's NO MATTER
WHAT VINTAGE or disk drives EXCEPT the 1581, M.S.D. 1 or 2. SUPER FAST FORMAT
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convert (even TEXT) SCREENS into DOODLE or KOALA TYPE PICTURES w/FULL COLOR!
SUPER FAST SAVE of EXPLODE! SCREENS as KOALA or DOODLE FILES w/COLOR. SU-
PER FAST LOADING with COLOR RE-DISPLAY of DOODLE or KOALA files. SUPER FAST
LOAD or SAVE can be tured OFF or ON without AFFECTING the REST of SUPER EXPLODE’S
FEATURES. The rest of Explode! V5.0 is still active. SUPER EASY LOADING and RUNNING
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CAPTURE 40 COLUMN C or D-128 SCREENS! (with optional DISABLE SWITCH).
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PLUS A FREE UTILITY DISK w/SUPER EXPLODE!
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only $44.95 or widisable $49.95.
“Note UP GRADES for V5.0 are offered to V4.1 owners only.
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All units come w/90 day WARRANTY. All orders add $3 for UPS BLUE LABEL S/H. UPS BLUE available only in 48 states. FOREIGN ORDERS are US FUNDS +$6.35 S/H. ORDER BOTH EXPLODE! V5 & VIDEO
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IL RESIDENTS ADD 6% SALES TAX
BOX 111, MONTGOMERY, IL 60538
There are approximately 50
known graphic file formats for the 64.
Without a conversion program that
supports these different file formats,
you could be lost. The best is Auto-
graph by David DeSimone, known as
Fuzzy Fox on QuantumLink. This
graphics management utility may be
downloaded from QuantumLink’s
Graphic Support Group Libraries. It
will automatically display, convert ,
copy, scratch, and rename many of
the popular high-resolution and
multicolor picture formats.
The other program is Pixelmaster
by Steve Emsley, Q-Link graphics for-
mats expert, which is available from
Silvasoft. It’s a truly comprehensive
graphic-translation, image-manipula-
tion, and processing program for the
64. It supports over 40 graphic formats
so you can easily exchange graphics be-
tween your favorite paint programs.
Create Video Titles
Because this is the video age, you can
create video-creating cards or video ti-
tles for your home videos with pack-
ages like Video Title Shop and Home
Video Producer by recording the 64
composite video output onto a video
cassette recorder. You can also use
any paint package with large fonts
from GEOS or Print Shop to caption
your home videotapes.
Graphics Support and
Information
After you’ve created your master-
pieces, how can you share them with
others? Where do you go for graphic
utilities? Where do you get to chat
with fellow artists, share ideas, and get
questions answered and problems
solved? The best place to get all of
these things is the QuantumLink
Graphic Support Group on Quantum-
Link. Hook up your modem, and you
can tap into this graphics resource and
electronically transmit your picture
just about anywhere in the United
States. You can also chat with the
masters of 64/128 graphics and other
Advanced OCP Art Studio
$29.99
Rio/Datel
3430 E. Tropicana Ave., #65
Las Vegas, NV 89121
(800) 782-9110
Digital Artist
$49.95
Digital Technology
135 Collins St
San Francisco, CA 94118
(415) 346-5249
Masterpiece
$29.95
Scorpion Software
19 Harbor Dr.
Lake Hopatcong, NJ 07849
MA
graphic programmers who host the
Starving Artists Cafe chat room each
night on QuantumLink from 10 p.m.
to | a.m.
Another outlet for your artwork
is “Gazette Gallery,” a feature found
each month on COMPUTE '’s Gazette
Disk. Accepted submissions earn $50,
and the artwork selected as the Picture
of the Month earns $100. Artists re-
tain the rights to their creations. io]
Paul Hughes and his twin brother, Peter,
are the editors of Geoworld magazine. Paul
is also one of the sysops (SYSOP PH) of
QuantumLink's Graphic Support Group.
AMICA Paint
Markt & Technik
64’er Magazine
Leser Service
Verlag Aktiengesellschaft
Hans-Pinse-Str. 2
8013 Haar bei Munchen, Germany
Autograph
QuantumLink
Quantum Computer Services
8619 Westwood Center Dr.
Vienna, VA 22182
(800) 392-8200
PixelMaster—$28.50
Silvasoft
P.O. Box 1006
Charlotte, VT 05445
Vial OO na) COMPUTE G13
Circle Reader Service Number 123
a
$
Ba
o
Q
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MICRO LEAGUE
BASEBALL II
ENHANCED
es, baseball fans, you, too, can
become a part of a time-honored
and elite fraternity. They are the
few, the proud, the loud. Here’s
your chance to assume the role of the
sometimes not-so-polite gentlemen
who frequently explode from the dug-
out, sprint across the baseball dia-
mond, and accost the kindly, slightly
nearsighted umpires, yelling just inch-
es from their faces and kicking dirt on
their shoes. Ah, the life of a major
league manager!
Before you position your favorite
baseball cap backward on your pate
and ready yourself for a full-fledged
rhubarb, there are other demands of
America’s favorite pastime that a
good baseball manager must master.
Can your starting pitcher last the re-
maining innings, or should you bring
in a relief from the bullpen? Should
you send the runner at first base to
steal second? Do you signal the batter
on deck to hit away or sacrifice bunt?
These are but a few of the manage-
ment skills featured in the new Micro
League Baseball II Enhanced by Mi-
cro League Sports.
As in the original Micro League
Baseball version, the object of the
simulation is to manage a baseball
team of your choice. Whether you win
or lose depends on the managerial
moves you make. The new and im-
proved version, written especially for
the 64, features improved ballpark
graphics, pop-up screens for easy mid-
game substitutions, stealing and base-
running ratings, pitching/hitting stats
vs. lefty or righty, a Quickplay option,
and many other extras.
Micro League Baseball II En-
hanced is absolutely great, and noth-
G14 COMPUTE MA Y
REVIEWS
BAT TEI UP! ¢ PICK A PACK
TENNIS, ANYONE?
ing I’ve seen comes closer to the real
thing. If you’ve always wondered
what it would be like to manage the
power hitters of the 1927 Yankees or
how they would fare against the speed
and athletic ability of the 1988 Dodg-
ers, this is your vehicle. The simula-
tion comes with a listing of 26
legendary teams of the past that you
may pair as the home and visiting
teams. Choose the stadium, the length
of the series, and the rosters of your
choice; and then play ball.
Two managers may guide their
respective teams to victory, or one
manager can challenge the manage-
ment skills of the computer. If you
like, both teams can be managed by
the computer while you sit back (beer
and hot dog in hand) and watch as the
game unfolds before you.
Each manager is given the oppor-
tunity to choose his or her offensive
and defensive moves. When your
team is at bat, you tell the batter to
bunt, to swing away, or to hit and
run—and whether to take the extra
bases or not. Engineering a squeeze
play or having a runner steal a base
depends on your individual player’s
athletic ability, the throwing-arm ca-
pabilities of the opposing team, and,
of course, luck.
On defense, you size up the abili-
ty of the batter in the box. You decide
whether you should instruct your
pitcher to pitch an aggressive fastball,
pitch out in anticipation ofa stolen
TRO = 1
base, or intentionally walk the dude at
the plate. You position the outfield
shallow or deep, and you shift the in-
fielders to guard the line or to play in
at the corners.
How deeply you will want to
delve into this miniuniverse is up to
you. Micro League Baseball II En-
hanced lets you keep and compile
stats on players, teams, leagues—you
name it. You can trade players, cre-
ate new rookies, and manufacture
farm teams.
STEVE HEDRICK
Blayabilitye ...2 <1: ree
Documentation.............. 4
Originalttyawvuccee sine ai. 4
Graphics Aarti tinusew nisnss
Commodore 64 or 128—$39.95
MICRO LEAGUE SPORTS
2201 Drummond Plaza
Newark, DE 19711-5711
(302) 368-9990
PRO TENNIS TOUR
n the makeup of Pro Tennis Tour,
it almost seems as if the player has
been forgotten. Yet, in spite of that
lapse, the game is a faithful repre-
sentation of the sport it strives to
simulate.
Based on the Grand Tour of pro-
fessional tennis, which includes Wim-
bledon, the French Open, the U.S.
Open, and the Australian Open, Pro
Tennis Tour lets you play matches at
some of the world’s most famous
courts and to play in several modes of
difficulty.
For me, the primary difficulty
came in mastering the joystick moves.
To serve, you must click the fire but-
ton, position a black cursor to where
you want the ball to land in your op-
ponent’s court, and then release the
button (in Advanced and Professional
modes, you click again) to hit the ball.
Make your Commodore
a Speed Demon
TURBO MASTER CPU™
TURBO MASTER CPU™
4.09 MHz Accelerator Cartridge for C64
¢ Four times faster processing speed combined with five
times faster disk Load and Save.
¢ Software actually runs four times as fast. Basic, word-
processor scrolling and search, spreadsheets,
assemblers, graphics, GEOS etc. Compatible with most
software. GEORAM compatible.
¢ Jiffy DOS compatibility option available (by Creative
Micro Designs). HD Compatible.
¢ Why upgrade when you can enjoy dazzling performance
from your C64 now?
© Only $149. Shipping Included, 10-day satisfaction guarantee.
Don’t tie up an expensive computer
with a job
a Commodore Can Do $$ $
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Data acquisition and control interfaces
C64 & C128
* 80-line Simplified Digital /O Board with ROM cartridge socket. Model
SS100 Plus. $139.
¢ Ultimate Interface. Universally applicable dual 6522 versatile interface
adapter board. Model 64/F22. $169.
e 16-channel, 8-bit analog-to-digital conversion module add-on. Model
64IF/ADCO8IE. $69.
e Interface boards include extensive documentation and program disk.
Manuals available separately for examination. Quantity pricing
available. Call or write for detailed brochure.
Resources for Serious Programmers.
¢ Symbol Master Multi-Pass Symbolic Disassembler. C64 & C128, $49.95
¢ PTD6510 super-powerful Symbolic Debugger. C64. $49.95
© MAE64 6502/65C02 Macro Editor/Assembler. $29.95
¢ C64 Source Code Book. Kernal and Basic ROMs. $29.95
SCHNEDLER SYSTEMS
Dept. C5, 25 Eastwood Road, P.O. Box 5964
Asheville, North Carolina 28813 Telephone: (704) 274-4646
VISA and MasterCard accepted.
All prices include shipping
prepaid to US addresses.
“We engineer miracles.”
an automatic serving machine, prac-
tice serving, and play against the com-
puter or a friend; but best of all, you
can play the various world courts
without having to play at champion-
ship levels.
Graphics and animation are very
good, and care was taken to emulate
the different playing surfaces found on
the tour. The sound is so-so.
In addition to documentation
that is adequate without being osten-
tatious, the game’s booklet contains a
section on tennis techniques, com-
plete with diagrams. There’s also a
brief history of the game.
Had it not taken me several
hours of practice to achieve a medio-
cre rating, I probably would’ve en-
joyed the game more. But it’s a game,
not an avocation, and I usually find
myself feeling no more than luke-
warm toward any game that demands
I put in it more than I’ll get out of it.
If the user interface (in this case,
the joystick moves) can be made as
simple as a fast-action game demands,
Pro Tennis Tour could be one of the
great ones. As it stands, it’s an average
exercise that demands almost as much
practice and skill to master as the
real game of tennis.
Easy enough? Almost. But to re-
turn a ball, you must press the joystick
button to swing the racket back and
then release to hit the ball. The prob-
lem here is that your player stops
Playabilityn- armen terete
Documentations sea. ee 4
Oniginalityy---e tc eee rane: 3
Graphics? .s 252 pacha seen 4
Commodore 64 or 128; joystick —$29.95
UBI SOFT
Distributed by Electronic Arts
1820 Gateway Dr.
San Mateo, CA 94404
(415) 571-7171
have this recurring nightmare. I’m
being pursued by a loose stack of
quarters, skittering after me ina
Slinky-like motion. They’re coming
at me, shouting obscenities, trying to
mow me down and bury me beneath
their silver-and-copper sandwiched
selves. They’re angry with me, for
now they'll never know the numis-
matic ecstasy of sliding down the
roller-coaster innards of an arcade
game money box. I’ve got Mega Pack.
Mega Pack from Virgin Games is
a two-disk package of ten different ar-
cade games for the 64/128. It leads off
the first disk with Rebounder, a game
moving once you cock your racket
arm. An added complication is choos-
ing the desired return. For a lob, you
move the joystick back; for a smash,
you move it forward.
Moves of this type are not un-
common in computer games, and I’ve
found they work well in slower games
such as golfing simulations. Here, if
you want the fast action associated
with tennis, you'll have to put in so
many hours of practice that you’ll
probably feel like Jimmy Connors.
Once you’ve passed this obstacle,
however, the game can be enjoyable.
You can practice your returns against
ERVIN BOBO
MIBATIY) © lao Ohat COMPUTE G-15
3
3
a
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©
* COMMODORE UPGRADES -
Gz” NEW POWER SUPPLIES G ™
_ JUST RELEASED _
+ A super-heavy, repairable C-64 power supply
with an output of 4.3 amps (that’s over 3x as pow-
erful as the original). Featuring 1 year warranty,
ext. fuse, schematics, UL approved. This supply is
used for multiple drives, additional memory and
“packet.” Cost is $37.95 and includes as a bonus
either the Commodore Diagnostician || (valued @
$6.95) or the “programmers utility” plug-in car-
tridge (valued @ $9.95).
* 4.3 amp supply for C-128. Same features as
above — $45.50 (includes bonus package)
* 1.8 amp repairable supply for C-64. (Over
NOOOOO0/SOIG;) cise tates cts ste $24.95
* 1541 Commodore Power Supply
* 1541 Il Commodore Power Supply ... $44.95
* 1541 B Commodore Power Supply ... $37.95
SERVICE
Save time and money by having your tired,
worn-out or damaged printhead refurbished or
remanufactured at a fraction of the cost of a
new one. Features low cost, 5 day service and 1
year warranty. Send for prices/info on 400 differ-
ent types.
COMMODORE DIAGNOSTICIAN II
Originally developed as a software package, then
converted to a readable format, the Diagnostician
has become a fantastic seller. With over 28,000
C-64 owners world-wide, Diagnostician II utilizes
sophisticated cross-reference gnds to locate faulty
components (ICs) on all C-64 and C1541 comput-
ers (C-128/64 mode). Save money and downtime
by promptly locating what chip(s) have failed. (No
equipment of any kind needed.) Just updated with
30 changes to take advantage of the new 64C
combination chips/RAM changes found on new
CBM boards. Success rate from diagnosis-to-
repair is 98%. $6.95 includes basic schematic.
(Available for Amiga computers at $14.95.)
COMMODORE 1750— 512K RAM
CARTRIDGE
Now add another 512K to your C-64 (C-128). This
IS a new factory unit. New low price $169.95
EMERGENCY STARTUP KITS
Repair your own Commodore/Amiga and save
lots of money. Originally blister packaged for gov-
ernment PXs worldwide, these kits are now avail-
able to you (no soldering). Kits for Amiga, C64 and
drives. Send for full details
REPLACEMENT/UPGRADE
CHIPS & PARTS
6526A CIA
6581 SID ...
6567 Video
PLA 82S100
8563 CRT. . 19,95
All 901 ROMs .. 10.95
251913 Kernal/Basic 16.95
251715 Mem. Ctrl . . 19.95
1571 Upgrd. ROM . . 11.95
C-128 ROMs ...... 24.95
C-128 Video RAM
Upgrade
. $12.25
12.25
15.95
12,95
CBM to IBM Printer
Cable Adapter .. .
C-64 Serv. Manual . .
C-128 Serv. Manual .
1541 Serv. Manual . .
1084 Serv. Manual. .
C-64 Keyboard. ...
SX64 Kybd/Cable. . .
1541/1571 Parts
Commodore Cabies . .
Super Graphics ....
..56.95 Super Graphics Jr. . .
NEW SPRING '91 CATALOG
36-page free catalog containing parts, upgrades, mem-
ories, power supplies, diagnostics, and other items not
found anywhere else
THE GRAPEVINE GROUP, INC. —_
t 3 CHESTNUT STREET —
SUFFERN, NY 10901
me 1-800-292-7445 sD
Fax 914-357-6243 914-357-2424
We Ship Worldwide Prices subject to change
Circle Reader Service Number 115
G16 COMPUTE MA Y
3-D GRAPHICS DESIGN
ve Voted Best Graphics Program
—Run Magazine 1988
For Commodore 64/128 in 64 mode
View Designs in Multiple Perspectives
Professional-Educational-Home Applications
Architects, Engineers, Designers,
Programmers, Students
CAD-3D! enter me into the fastest growing field in
graphic technology. At a special introductory price
$53.95. Add $4.00 for shipping and handling for
C.O.D. add an additional $4.00, (California resi-
dents please include 6% sales tax).
iht Software
2269 CHESTNUT STREET
SUITE 162
SAN FRANCISCO, CA 94123
ORDER LINE ¢ (415) 923-1081
FAX (415) 923-1084
Dealers/Distributors inquiries welcomed.
Circle Reader Service Number 184
in which you are a tennis ball bounc-
ing across a scrolling landscape. Next
is Jack the Nipper II, the adventures
of a diaper-sporting brat (according to
the manual—my game would not
run). Monty on the Run is the third—
a game a la Goonies, in which Monty
the Bear tries to escape to freedom.
Bulldog is your basic flying space jet
trying to outmaneuver and outblast
alien space stations. Krakout is next, a
fancy pong game with a kick and a
twist: You try to obliterate blocks and
aliens with your ball and bat. Be the
hero in Future Knight and try to save
your maiden fair.
The second disk brings you Cos-
mic Causeway, a rolling marble game;
Trailblazer, a sort of Cosmic Cause-
way for two; and Northstar, where
you’re responsible for resuming con-
trol of space station Northstar, which
has been overrun by aliens. Finally,
taking up all of side 2 of the second
disk is Thing Bounces Back—a rather
indescribable game of mazes and
slides, pipes and surprises, in which
Thing (as apt a description of this
springy gremlin as any) needs to col-
lect parts of a computer program.
Of the nine I could play, I found
Monty, Krakout, Cosmic Causeway,
and Thing to be the most fun, with
Future Knight, Northstar, and Trail-
blazer next. Rebounder and Bulldog
were OK, too (they bear a close resem-
blance to games designed with Shoot
’Em Up. Construction Kit). Music and
graphics on all the games, though dif-
fering in content and styles, were
excellent.
Krakout provides the most ad-
justable variables, including options
for screen color changes in time to the
music’s beat, scrolling, and bat speeds.
It also boasts 100 screens. Monty on
the Run is cute but challenging. I’m
sure it can be done, but to be honest, I
didn’t make it past the second screen.
Cosmic Causeway is real arcade fun
and masterable enough to be satisfy-
ing rather than frustrating. Thing
Bounces Back is incredible. It’s fun
and playable, and it’s charismatic
along the lines of Tower Toppler.
The manual to Mega Pack is
brief but gives a pretty good rundown
1959-1
of each game—better than having a
friend tell you how to play them. And
hey—how often do you get on-the-
spot instructions to arcade games
anyway?
Mega Pack provides a good cross
section of games, something for every-
body. It saves quarters, it saves wear
and tear on the family car, and it
keeps arcade addicts available for
emergencies, like dinner and work, or
school. It’s a good value—and a lot of
fun.
ROBIN MINNICK
Playabilitycere cat fae sere wcie
Documentation.............. 3
Originality maces crestee ter claves 4
Graphics ere ae ete on. 4
Commodore 64 or 128; joystick(s)—
$34.95
VIRGIN MASTERTRONIG
18001 Cowan
Ste. A
Irvine, CA 92714
(714) 883-8710
WINGS OF FURY
he F-6F Hellcat dives toward the
treetops, releasing a cluster of
bombs. Most of the bombs burst
among the palm trees, but one
scores a direct hit on an enemy dug-
out, one of many that dot the island.
A burst from the fighter’s .50-caliber
machine guns strafes the beach, and
puffs of sand erupt among scattering
soldiers.
Best-Selling
Commodore Books
from COMPUTE
Machine Language Routines for the
Commodore 128 and 64
By Todd D. Heimark and Patrick G. Parrish
For both beginners and advanced ML programmers.
585 pages. $18.95
Mapping the Commodore 64 and 64C
By Sheldon Leemon
Comprehensive memory map and programmer's guide.
324 pages.
$18.95
Music System for the Commodore 128 and 64
The Enhanced Sidplayer
By Craig Chamberlain
Includes programs, utilities, and sample music.
Book/Disk Only. 274 pages. $24.95
Order your copies today.
Send the appropriate amount plus $2 shipping and handling for
each book ($4 Canadian, $6 foreign) and applicable sales tax to:
COMPUTE Books
C/O CCC
2500 McClellan Ave.
Pennsauken, NJ 08109
*Residents of NC, NY, and NJ add appropriate sales tax for your arca.
Canadian Orders add 7% goods and services tax.
All orders must be paid in U.S. funds drawn on a U.S. bank. Please allow 4-6
wecks for delivery. MAYSICP
JASON-RANHEIM
CARTRIDGE MATERIALS
FOR YOUR COMMODORE 64 or 128
Quality Products
from the World Leader!
e Promenade Ci EPROM Programmer
¢ Game Type Cartridges
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Call or write for complete information!
800-421-7731
916-878-0785
916-878-0785
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JASON-RANHEIM
3105 Gayle Lane
Auburn, CA USA 95603
Circle Reader Service Number 216
pressure, and number of bombs re-
An enemy bunker in the jungle re-
turns fire, and the plane is hit. Its oil
pressure drops, and the pilot struggles
in vain to keep the plane’s nose up.
There’s no chance of making it back to
the carrier, and the Hellcat plows into
the jungle floor. Smoke engulfs the
plane, and its ammunition explodes.
One plane down, two to go. The
action is hotter than the Hellcat’s six
machine guns in Wings of Fury, Bro-
derbund’s new World War II action
game for the 64.
The time is 1944, and you area
Navy pilot aboard the USS Wasp,
somewhere in the Pacific. After the
game loads, cycle through seven naval
ranks to select your mission. Midship-
men have it the easiest with but one
enemy-held island to attack. Move up
in rank, and you go against enemy
ships and fighter planes, plus numer-
ous well-defended islands.
Before takeoff, arm your Hellcat
with bombs, rockets, or torpedoes.
Bombs and rockets are good against
the machine guns, but you'll need a
torpedo to have any chance of sinking
an enemy ship. Don’t worry if you run
out of ammunition before you com-
plete your mission; you can always re-
turn to the carrier and reload. You
can land on a carrier, can’t you?
Carrier landings are tough. I’ve
crashed into my ship more frequently
than enemy bombs have. Taking off is
a snap. Just give the plane full throttle
and hope you have enough speed to
stay in the air once you leave the flight
deck. Everything is controlled with
your joystick.
You don’t fly this game from the
cockpit. Instead, you observe and con-
trol the action from the side as your
plane scrolls left and right. It’s almost
like watching a war movie.
The graphics in Wings of Fury
are pretty good. Your plane dips and
dives over palm-covered islands as
you try to eliminate enemy machine-
gun bunkers that are firing at you.
You have 30 bombs and plenty of bul-
TOM NETSEL
lets. The falling bombs, explosions,
and plane crashes are detailed and | Divabiity 4
entertaining. Ss es ea Pep tan oS
The game’s sound effects don’t Documentation.............. 3
come close to taxing the 64, however. Originality.................. 4
Graphicsi. es oc. ses sneer et 3
Engine noises, enemy fire, and explo-
sions are fine, but your machine guns
are almost silent. Most of the innova-
tive sound work comes from plane
crashes and ditchings at sea, but your
Hellcat’s six machine guns sound
much too puny.
A panel at the bottom of the
screen keeps track of your fuel, oil
BRODERBUND
17 Paul Dr.
(415) 492-3200
MaAmyY yl) -959551
maining. It also keeps track of your
score and the number of enemy
planes you’ve shot down. There’s also
a small, forward-looking view that
helps you with landing.
Landings are the toughest part of
this arcade game, but they don’t de-
tract from its overall appeal. You will
have to hone your timing and reflexes,
however, if you expect to bomb any-
thing other than palm trees.
The Hellcat is easy to fly, the ac-
tion is fast paced, the missions range
from easy to impossible, and the game
restarts very quickly. I just wish I
could stop playing kamikaze with my
own carrier every time I try to land.
Commodore 64 or 128; joystick —$29.95
San Rafael, CA 94903-2101
COMPUTE
G-17
3
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G-18
MACHINE LANGUAGE
J
et’s set aside serious study for the
moment and have a little fun with
a simple race game. Four horses
will race across the screen, and the
winner will be selected at random.
One of the best ways to learn pro-
gramming techniques is with a game,
because once you have finished enter-
ing the bare-bones listing, you’ll cer-
tainly come up with ideas to make the
game more elaborate.
The BASIC loader will set up the
program. The computer will wait for
the jiffy clock to tick. The A register
will contain the value of the low-order
byte of this clock. We'll wait in a tight
loop until the clock changes.
033C CMP $A2
033E BEQ $033C
Now the time has come to move
a horse. Which horse? Pick it random-
ly by tapping the noise oscillator.
The noise oscillator will give a
random value from 0 to 255. That’s
too large a range, since we have only
four horses. The obvious thing to do
would be AND #$03, which would
zero out unwanted bits and leave a
random value from 0 to 3. For rea-
sons that will become clear soon, it’s
better to start with an even number (0,
2, 4, or 6). You can AND #$06 to get
an even number in the right range.
0340 LDA $D41B
0343 AND #$06
The x position of the sprites may
be found at $D000 and successive
even addresses. Can you see how the
even-number gimmick works? That’s
right; you slip the horse number into
the X register and bump its position
with an INC. After it’s moved, you'll
copy its position into Y.
0345 TAX
0346 INC $D000,x
0349 LDY $D000,X
Divide the random horse number
by 2 with a Logical Shift Right (LSR)
to reduce it to a number from 0 to 3.
CO) (MPPs UF E MA Y
VES USS ian Sey Ree el
Your objective is to change the sprite
drawing to make the legs appear to
move.
The drawing for each sprite is set
in the video matrix (screen memory).
The standard address for sprite 0 is
$07F8 or 2040 decimal. For the horse
in question, the picture number will
switch. The EOR instruction is ideal
for this kind of flip operation.
A DAY
gL
Act
034C LSR
034D TAX
034E LDA $07F8,X
0351 EOR #$01
0353 STA $07F8,X
The selected horse has moved a
pixel, and its legs have been adjusted.
The horse’s position is in register Y. If
the value has reached $FF, the horse
has reached the finish line, and you
can stop the race. You'll note that x
position $FF is not the right-hand
edge of the screen, by the way. The
race could go further if you would
write the routines necessary to adjust
the x-position high bit. But, in the in-
terests of program simplicity, that
project is left to you. To test Y, incre-
ment it, and ifit becomes 0, you’ll
know that the horse has run the course.
0356 INY
0357 BEQ $035E
Assuming we have not branched
ahead to end the race, we need to go
back to the start and wait for the next
199s |
ESD
jiffy (1/60 second). Load the jiffy
clock into the A register and hop back
to the beginning.
0359 LDA $A2
035B CLC
035C BCC $033C
If the race is over, return to
BASIC, where the program will pause.
035E RTS
DATA 197,162,240,252,173
DATA 27,212,41,6,178,254
DATA @,208,188,0,208,74
DATA 179,189, 248,7,73,1
DATA 157,248,7,200,240,5
DATA 165,162,24,144,222
DATA 96
FOR J=828 TO 862:READ X
T=T+X:POKE J,X:NEXT J
IF T<>4778 THEN STOP
DATA @,2,8,63,255,255,63
DATA 247,63,243,63,240,56
DATA 48,24,48,12,96,6,192
FOR J=8 TO 18 STEP 3
READ X,Y
POKE 896+J,X:POKE
897+J3,Y:POKE 898+3,@
POKE 968+J,X:POKE
961+J3,Y:POKE 962+J,0
NEXT J
FOR J=21 TO 27 STEP 3
READ X,Y
POKE 896+J,X:POKE
897+J3,Y:POKE 898+J,@
POKE 961+J,X:POKE
960+J3,Y:POKE 962+7,8
NEXT J
FOR J=39 TO 6@ STEP 3
POKE 896+J,@:POKE
897+J3,0:POKE 898+J,90
POKE 9690+J,9:POKE
961+J,9:POKE 962+7,0
NEXT J
FOR J=8 TO 3
POKE 53248+7*2,25
POKE 53249+3*2,7*30+898
POKE 53287+J,1
POKE 2048+3,15
NEXT J
POKE 54287,55
POKE 54296,129
POKE 54296,128
-POKE 53269,15
PRINT CHRS$ (147)
FOR J=l TO 26:PRINT
TAB(31);CHR$(165):NEXT J
SYS 828
FOR J=l TO 5@08:NEXT J
POKE 53269,9 a]
The Gazette
PowerPak
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— Check or Money Order — MasterCard W— VISA
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Send your order to Gazette 1991 PowerPak, 324 W. Wendover
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$
es
5
°
8
i
[
=
4
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a
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G20 COMPUTE MA Y
BEGINNER BASIC
e’re in the middle of a pro-
gram that prints your personal
telephone directory on the
screen and then dials a select-
ed number when you hold the tele-
phone’s mouthpiece directly over the
monitor’s speaker. We'll pick up the
program at line 200.
200 PRINTTAB(30)“PRESS
210 PRINTTAB(30)“RETURN
220 PRINTTAB(30)“TO DIAL
230 PRINT“[HOME]”:GOSUB350:
GOSUB440
Lines 200-220 are self-explanatory;
line 230 returns the cursor to the up-
per left corner of the screen and then
calls two subroutines. This program
has been renumbered, so I know
which lines the subroutines will use.
Normally, when you’re writing a pro-
gram from scratch, just put the sub-
routines at high line numbers, such as
1000 or 5000; you can then renumber
the program later if you wish. Here’s
the first subroutine.
350 READN$,NUS(C):IFN$=“Q”THEN
RETURN
360 PRINTSPC(3)N$TAB(18)NUS(C)
370 C=C+1:IFC>22THENPRINT“NO
MORE THAN 22 NAMES AND
NUMBERS!”:END
380 GOTO350
This is a four-line loop that reads and
prints on the screen the names and
numbers from lines of DATA while
incrementing counter C. N$ is the per-
son’s name; NU$(C) becomes his or
her corresponding telephone number.
For each READ, an IF-THEN checks
for a Q, which is an out-of-data signal.
Ifa Q is read, the subroutine returns
to line 230. Another IF-THEN in line
370 checks for more than 22 names
and numbers.
We are filling what’s called an in-
dexed array, NU$(C), with telephone
numbers; C is the index to that array.
We'll discuss that in more detail ina
moment. Now let’s add some fake
data to read, which you should replace
with real names and numbers.
390 DATAJIM, 111-1111
400 DATABILL,222-2222
410 DATAMIKE,333-3333
420 DATADAVE, 444-4444
430 DATAQ,Q
You can have as many as 22 names
with corresponding telephone num-
bers. Use lines 390 through 429 for
your data. Since you'll probably want
to call more than four people, number
your data lines in increments smaller
than 10, leaving line 430 as it is.
Here’s how the index variable C
works. The position of a person’s
name on the screen, from the top of
the list, determines the array’s index
MORE INDEXED
ARRAYS FOR A
DIGITAL
DIALER
number, beginning with 0. In our er-
satz example, Jim’s name, N$(0), will
be printed on the first line from the
top of the screen (line 0); his phone
number, NU$(0) is 111-1111. Like-
wise, Mike’s name, N$(2), will be
printed on the third line from the top
of the screen; his phone number is
333-3333, NU$(2). We'll use the those
critical line numbers later to generate
the telephone dialing tones. Here’s the
second subroutine, which controls a
symbol (*) that points to the names.
440 POKE214, Y:PRINT:POKE211,2:
PRINT“[SPC]”
450 IFA$=“[UP]”*THENY =Y—1:IFY
<0THENY=0
Ome]
460 IFA$=“[DOWN]”THEN¥=Y +1:
IFY>C-ITHENY=C—1
470 POKE214,Y:PRINT:POKE211,2:
PRINT“*”:RETURN
We want the symbol to appear
first in the upper left corner of the
screen, so we use this subroutine now.
Lines 440 and 470 are the only ones
used the first time through.
Memory registers 214 and 211 on
the 64 control the vertical and hori-
zontal positions, respectively, of
where something is printed on the
screen. In the subroutine above, Y is
the line number that the pointing
symbol * is on. If Y =0, the * will be
on the first screen line. (Remember,
we’re counting from 0.) POKE211,2 is
the same as PRINTTAB(2).
PRINT“[SPC]” erases the asterisk.
We'll get to lines 450 and 460 in a
minute after we return to the main
body of the program.
240 Z=50
Z is the length of time each pair of
tones will sound when dialing and is
used later in a simple time-killing
FOR-NEXT loop. Remember, the
screen has been printed (subroutine
350-380), and the * is pointing to the
first name on the screen (subroutine
lines 440-470). We now want to look
at the keyboard, specifically the cur-
sor-up and -down and Return keys.
250 GETAS$:IFA$< >“[UP]”*THENIFA$
< >“[DOWN]” THENIFA$< >
CHR$ (13)THEN250
The cursor must move if the up- or
down-cursor key has been pressed, so
we use the subroutine at 440 again.
260 IFA$=“[UP]”ORA$=“[DOWN]”
THENGOSUB440:GOTO250
Now lines 450 and 460 in that
subroutine decrease or increase Y
by 1, which effectively moves the * up
or down. Once the * has been posi-
tioned next to the desired name, Y
has a particular value corresponding
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to the vertical position of the *, the
screen line number.
If the Return key has been
pressed, control falls to line 270.
270 N$=NUS(Y)
Remember that in line 350 we
filled an NU$( ) array. Here’s where
we use Y to index the array. If, say,
the * is on line 7 (the eighth line print-
ed), N$ will become NU$(7)—the
telephone number on line 7.
The next seven lines contain
three nested FOR-NEXT loops. Basi-
cally, we want to scan the telephone
number and have the computer play
two tones for each digit scanned.
280 FORN=1TOLEN(NS):D$(N)=
MID§$(N$,N,1)
290 IFD$(N)=“—” THENNEXT
300 FORT=1T04:POKEF(T), W(T,(VAL
(DS(N)))): NEXT
310 POKEG, VN:POKEH,VN
320 FORT=1TOZ:NEXT
330 POKEG, VF:POKEH, VF
340 NEXT:GOTO250
In line 280, the outermost FOR-
NEXT loop uses its variable N and
MID$ to scan N$ (the phone number)
one digit at a time. In the number
638-3990, D$(3) will be 8. Line 290
causes hyphens to be ignored.
Using a nested FOR-NEXT loop
and the VAL function, line 300 pokes
two pairs of frequencies into the fre-
quency control registers for voices |
and 2. Line 310 turns on voices | and
2 with waveform 64, line 320 causes
them to sound briefly, and line 330
turns them off. Line 340 closes the
outermost FOR-NEXT loop, which is
scanning the digits.
To use the program, carefully en-
ter your DATA lines from 390 to 429.
You'll probably want to use more
than four people, so number your
lines in increments smaller than 10.
Run the program. A screen of names
and numbers should appear, with an
asterisk (*) to the left of the first one.
Select a name with the up/down cur-
sor key. Turn up the volume of your
TV or monitor and press Return. You
should hear touch-tone dialing tones.
Now pick up the handset ofa
nearby phone, place the mouthpiece
directly over your TV or monitor’s
speaker, and press Return again. If the
volume is adjusted properly, the com-
puter should dial the telephone. If not,
adjust the volume andtry again. @O
M
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Telecomputing on the C-64
Machine Language Games for the C-64
More Machine Language Games for the C-64
First Book of C-64 Games
Creating Arcade Games on the C-64
C-64 Games for Kids
All About the C-64 Volume 1
Beginners Guide to C-64 Sound
Commodore Collection Volume 2
Machine Language for Beginners
Second Book of Machine Language
—— (0327 Kids and the C-128
C0335 C-128 Machine Language for Beginners
Total Number of Books (2 book minimum)
X $5 each equals
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Otter good while supplies last. Please allow 4 weeks for delivery.
MAYS1CD2
YOR Th 9S 9a G-21
COMPUTE
3
158
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PROGRAMMET’S PAGE
BR ASNeI DEY at OM. Ps SsOFN
hat happened to the adage DS 16176 DATA 669,208,133,254, 216,255,632,216
bigger is better? Unless you’re 169,666,686,253 HP 16390 aa rd og
diaciisernn A Ntitiie _ | DS 10186 DATA 642,606,253,042 62,208,232,8
ais sa pa G06,253,042,024 | BA 1940 DATA 165,211,201,040,
gt Pp XS 16196 DATA 1061,254,133,254, 144,603,056,233
technology. Smaller circuits, smaller
disks, and smaller pixels are the
mainstay of today’s modern computer
SG 16418 DATA 640,261,000,096,
160,172,187,162
KM 18428 DATA 188,033,063,862,
G32,048,193,291
AR 16266 DATA G37,144,963,632,
G21,193,166,006
systems. FK 102106 DATA 173,014,2206,641, 196,191,161,660
; ; 254,141,014, 224 ER 106430 DATA 634,059,044,032,
Let's have some fun thismonth | 5, 19229 paTA 165,001,041,251, 806
and shift the wheels of micro-progress
into reverse. The next time some 128
or IBM PC owners boasts of their 80-
column display, ask them to show you using a PRINT statement. After
something really impressive—say, 10- you’ve run the BASIC loader above,
column text. ADD PU N@r TO simply type SYS 49152, followed by
The BASIC listing shown below the item, or items, that you want to
creates a machine language routine YOUR PROG RAMS: print in quotation marks, Note that
REM BIG TEXT
for the 64 that prints characters four Th N i you must use a comma to separate the
CX 116 GOSUB 10008
times their normal size. Use The SYS command and the item(s) being
Automatic Proofreader, found else- printed. For example, to print the
where in this section, to help elimi- name of your favorite magazine, enter
nate typing errors. the following line:
FC 1286 SYS49152," BIG TEXT ACT Numbers can be printed just as
es ae EV AGED ly easily. For example, the following
KJ 10600 FOR 1=49152 To 49484: command prints the result ofa simple
READ D:POKE I,D:NEXT mathematical formula.
AR 16016 RETURN
MH 19626 DATA 632,253,174,032,
158,173,636,613
KA 16630 DATA 648,006,032,221,
189,032,135,186
KR 16640 DATA 632,166,182,133,
133,661,177,253
XF 10236 DATA 133,249,206,177,
253,133,250,200
Using this routine—appropriate-
ly titled Big Text—is very much like
SYS 49152, “COMPUTE”
166
SYS 49152,“2 + 2 =";2 + 2
SF 16246 DATA 165,0601,669,064,
133,001,173,014
QQ 16256 DATA 226,669,001,141,
614,226,162,004
As with the PRINT command,
you can use a semicolon to combine
252,169,255,133 EB 16266 DATA 134,002,165,199, | items being printed or to suppress the
FA 16658 DATA 251,230,251,164, 672,169,600, 006 carriage return that is usually output
251,196,252, 268 JR 16276 DATA 249,942,906,249, | at the end of each line. Because this
HM 16066 DATA 624,632,121,006, 642,006,250,042 : ae
240,611,201,059 JS 16280 DATA 606,250,042,176, | Program increases characters’ size
four times, carriage returns move the
BQ 16070 DATA 268,217,032,115, 189,060,193,048 e retu
660,208,212,248 BQ 16296 DATA G12,989,128,162, | cursor down four lines instead of one.
XH 10080 DATA 097,169,617,632, 660,228,199,268 Special control characters, such
608,193,134,211 QC 10306 DATA 062,162,018,134, | as Crsr Up or Ctrl-6, can be printed by
JX 16690 DATA 696,177,034,201, 199,032,210,255
Big Text and often produce impres-
sive results. Big Text can’t use the
TAB( ) and SPC( ) functions, however.
Using commas outside of a string to
advance the cursor doesn’t work.
632,144,031,2@1
FG 16160 DATA 664,144,942,261,
696,176,665,641
CE 16116 DATA 191,6076,169,192,
261,128,176,004
JX 16316 DATA 164,133,199,198,
662,208,211,169
AF 16326 DATA 157,632,068,193,
169,917,632,210
QR 16330 DATA 255,192,008,268,
EG 10126 DATA 641,223,208,025, 155,032,621,193
261,160,144,686 QM 10346 DATA 169,145,G32,968, L :
GH 16136 DATA 041,127,009,064, 193,376 ,025,192 Killer Birds — } at:
208,G15,201,029 BH 10350 DATA 162,004,032,218, | Toshow off Big Text’s capabilities,
RK 10140 DATA 268,065,032,617, 255, 202,208,256 I’ve written Flap Attack, a simple ar-
193,240,178,032 KB 10368 DATA 096,162,0061,268, cade game in which large, hostile birds
662,162,004,169
CA 16376 DATA @29,932,218,255,
632,048,193,268
DATA G11,169,0617,632,
JR 16158 DATA 210,255,076,025,
192,133,253,173
FJ 16166 DATA 624,268,641,662,
246,062,169,858
(inspired by Hitchcock) are attacking
earth and must be shot down. Ten
points are awarded for each bird hit.
G22 COMPUTE MBAS YY" 1989" 1
PROGRAMME'S PAGE
The score, the cannon, and the flying
invaders are all created by using en-
larged characters.
The Flap Attack program is listed
below. You must load and run Big
Text before running this program.
160 REM FLAP ATTACK
RS 116 CRS="{32 RIGHT}":CDS="
{21 DOWN}"
GG 120 POKE 53286,@:POKE 53281
,@:BDS$ (G0) ="UI":BDS(1)="
JK":
FR 130 SYS 49152,"{CLR}{BLU}SC
ORE:"SC:SYS 49152,LEFTS
(CD$,16)" {WHT}
{3 SPACES} {A}]{S}{YEL}"
MB 140 PRINT "{BLU}{5 SPACES}P
RESS THE SPACE BAR TO F
IRE{YEL}";
XA 150 FR=@:Y=(RND(.)*8)+5:FOR
X=8 TO 32
RK 166 IF PEEK(197)=6@ AND NOT
FR THEN FR=-1:G=18+X
Jc 176 SYS 49152,"{HOME}"LEFTS
(CD$,Y) LEFTS (CR$,X) BDS (
XAND1)
IF NOT FR THEN FOR P=G
{SPACE}TO 30:NEXT:GOTO2
46
XF 196 IF G-X=<4 THEN FR=@
GP 260 PRINT "{HOME}"TAB(17) LE
FTS (CD$,G-X) "<>{DOWN}
{2 LEFT}{2 SPACES}":IF
{SPACE}G-X<>INT(Y)+2 TH
EN24G
CG 216 IF X<13 OR X>15 THEN24G
QJ 226 FOR I=7 TO 23:POKE 646,
I:SYS 49152,"{HOME}"LEF
TS(CD$,Y) LEFTS (CRS$,X) "*
*"SNEXT
PJ 230 X=32:SC=SC+16
QB 246 NEXT:AT=AT+1l:IF SC<>196
THEN13@
EX 256 PRINT "{CLR}{WHT}AFTER"
AT"ATTACKS..."
DP 260 SYS49152,"{4 DOWN} Y
{DOWN}O{DOWN}U H{DOWN}A
{DOWN} V{DOWN}E":SYS4915
2,"{3 SPACES}W{DOWN}O
{DOWN}N"
How Big Text Works
Without the 64’s extensive number of
graphics characters, Big Text would
not have been possible. To produce
enlarged characters, this program uses
graphics characters, instead of pixels,
to draw a character’s shape. The bit
pattern of each character is retrieved
from character ROM, located in
memory at $D000-$DFFFF. Next,
the bit pattern is evaluated, and each
2 X 2 block of pixels is converted into
a single Commodore graphics charac-
ter. Any 2 X 2 block can be represent-
ed by one of 16 graphics characters.
To speed up this pixel-to-charac-
ter conversion, Big Text uses a lookup
table consisting of the 16 possible
RX 186
characters. Each 2 X 2 pixel pattern is
converted into a number and used as
an index to retrieve and print the cor-
responding graphics character. The
accompanying figure shows the 16
graphics characters used and the order
in which they appear in the program’s
conversion table. Not only does this
conversion table increase the pro-
gram’s speed, it also decreases the pro-
gram size by reducing the amount of
code required to locate the appropri-
ate graphics character. And as we all
know, when it comes to program size,
bigger isn’t always better.
cll
Lae oo
A: ee 1: i
= 9 :
162R 187R 172R
These 16 graphics characters can repre-
sent any 2 X 2 bit pattern. Below each
character is the character's Commodore
ASCII value. ASCII values followed by the
letter R are displayed in reverse video.
These characters are shown in the order in
which they appear in the pixel-to-character
conversion table. Oo
Gazette is looking for utilities,
games, applications, educational
programs, and tutorial articles. If
you've created a program that you
think other readers might enjoy or
find useful, send it on disk to
Gazette Submissions Reviewer
COMPUTE Publications
324 W. Wendover Ave.
Ste. 200
Greensboro, NC 27408
Please enclose an SASE if you wish
to have the materials returned.
GET MORE FEATURES FOR
BIBLE STUDY
LANDMARK The Computer
Reference Bible offers:
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NIV footnotes and a Concordance.
- Searching for up to 12 partial words, wildcard
characters, words or phrases at once. Search not only
the Bible, but also your own files, or even the results of
a search, to narrow your search down further.
-Creating of yourown files, using the built in texteditor
to copy Scripture, text or search results into your file.
You can also convert your files for use with most
wordprocessors, like Paperclip and GEOS to add
graphics or different type styles.
- Compiling your own Personal Bible containing all
your notes, comments, outlining of text in color and
keep it organized. Make new references, add to the
existing references, or reference your own files!
- Compatibility with all disk drives for the C64/128
including 1541, 1571, 1581, SFD1001, and hard disk
drives. Also will take advantage of cartridge or hardware
speedup products like FAST LOAD or Jiffy DOS to
improve performance of the program. Entire Bible
with references fits onto eight 1581 disks. C64 v1.2 and
C128 v2.0 on same program disk!
KJV $89.95 NIV $99.95 /Both $155.00
plus $4.00/$6.50 shipping in cont. USA
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)
a
)
=
=
°
0
a
=
j=
LL
IN
<
Lo)
ecently, I was watching my 11-
year-old son, Eric, sitting on the
floor operating his Nintendo
Game Boy. Suddenly Eric looked
up and said, “Dad! I beat it! I finally
beat Super Mario Land!”
I went over and sat down beside
Eric. It took a while for my 40-year-
old eyeballs to adjust to the miniature
display screen on the Game Boy, but
eventually the screen came into focus.
I was stunned. For months Eric
had been playing the Game Boy, and I
had imagined that its display was only
a slightly more sophisticated version
of the little hand-held games you see
at drugstores and electronics outlets. I
was wrong. The action figures on Er-
ic’s display screen, though in black-
and-white, were incredibly detailed.
The game action was complex and
nonstop, and the little tune was
catchy, if a bit repetitive.
The Game Boy is more than a
toy. It’s a full-scale computer!
The battle over Nintendo has
been raging across the U.S. for years,
ever since Nintendo America came
along and revived a near-dead elec-
tronic-game industry. Educators, al-
most without exception, are allied
against Nintendo and against kids’
playing Nintendo. Educators say that
Nintendo keeps kids from doing their
homework, warps their minds, turns
them into couch potatoes, and dis-
courages them from reading.
All this may be true!
On the other hand, educators’
epithets have done nothing to stem
the Nintendo tide. Almost every kid
in America has played Nintendo, and
most households now have a Nin-
tendo or a Nintendo look-alike tucked
away in some kid’s bedroom.
How many adults play Nin-
tendo? Quite a few, judging by Nin-
tendo’s recent efforts to create adult-
oriented games. However, whenever I
speak at a national conference, I ask
the crowd of 50-500 adults, “How
many of you dare to come out of the
closet and admit publicly that you like
to play Nintendo and feel confident
that you could whip a kid at it?
G2a COMPUTE MAY
&
TVERSIONS
Daal
Ge N WAZ
The unbelievable thing is that
I’ve never had a single adult raise his
or her hand when J ask this question.
This indicates to me that Nintendo is
very much a generational issue. Nin-
tendo game playing, the fascination
with Nintendo, and the growth of its
market are all related to who our kids
are and who we are not. Nintendo of-
fers kids something powerful that we
aren’t offering them, something pow-
erful they aren’t getting elsewhere.
What could that something be?
Here are my guesses.
Power. The first is power: power
to enter a simulated world where they
are the top dog, where their decisions
KIDS ARE
LEARNING
LESSONG
FROM
NINTENDO
count, where the world’s very exis-
tence is dependent on them.
Complexity. Simulated experi-
ences that are so complex and so de-
manding that they challenge today’s
TV babies to give their undivided at-
tention and to call upon every nook
and cranny of their intelligence—or
die (at least for a few seconds).
Context. Unlike their school
days, children’s Nintendo experiences
are rich in context. Kids sees them-
selves acting in the role of one of the
game characters. They know roughly
what the game’s goal is and how
lomo
they’re going to get there. They follow
this character through a simulated
three-dimensional landscape full of
milestones and markers that tell them
how much progress they’ve made to-
ward their goals. They are on a quest,
and this quest has meaning.
Control. Adults who think chil-
dren play Nintendo for fun haven’t
spent enough time watching their chil-
dren play Nintendo. Children take
their Nintendos very seriously. Often
while Eric is playing, I hear cries,
grunts, cheers, and groans, depending
on how a game is going. Eric measures
his overt success by how long he can
stay alive and how far toward an ulti-
mate level he can travel. His deeper,
more sustained quest in all Nintendo
games is toward mastery, competence,
and control over the reality of the
Nintendo game world.
Mystery. Mystery is what makes
Nintendo fun. The environment must
be unpredictable to be challenging. If
it’s a good game, no one really knows
every step through it. At any point,
the next step may be successful—or it
may be your last.
It is critical that some adult has
not been there before you and now
waits (like a teacher in the front of the
room) for you to struggle to catch up.
The world is a mystery, full of invisi-
ble buttons and dangers that leap out
from all sides, and you have to master
a game world by mapping it out. The
only way to map it out is, through an
endless series of game voyages into
the wilderness, to be struck down
again and again. Each time you go
back, make it a little farther through
the world before the game “you” is
sacrificed on the altar of discovery.
It’s my opinion that the Nin-
tendo system is far more important
than most of the adult world realizes.
I believe computer games could form
the basis for a new schooling expe-
rience for kids and maybe for us
adults as well. It represents a new
architecture of knowledge—a new
way to map knowledge for the learner
and a new way for the learner to navi-
gate through knowledge. a
PROGRAMS
ordred, an evil wizard, has sto-
len the Great Cup of Castalia,
plunging all the land into dark-
ness. You have learned that the
cup is hidden in a great underground
castle. To recover the cup, you must
make your way through many caves
and caverns leading to the castle. The
journey will be difficult; the caves are
filled with goblins and traps. Can you
return the cup and restore order to the
world?
That is the story behind Castalia,
an excellent arcade/strategy/adven-
ture game. Castalia combines fast
play, colorful graphics, and many lev-
els to create a great game.
Getting Started
To enter Castalia, you'll need to use
MLAX, our machine language entry
program; see “Typing Aids” elsewhere
in this section. When MLX prompts
you, respond with the values given
below.
Starting address: 1C01
Ending address: 3478
Be sure to save a copy of the game
before you exit MLX.
Although Castalia is written in
machine language, it loads and runs
like a BASIC program. After you’ve
loaded and run the game, the first lev-
el will appear with your character in
the lower left corner of the screen.
Move it using a joystick in port 2.
Goblin Cheese
The caves you must traverse are made
of different building materials. It will
take some time for you to become fa-
miliar with them and to know what
you can and cannot do. The purple
blocks are cave walls, which you can-
not go through. The red bricks are
impenetrable unless you have super-
strength (see below).
It’s possible to move through
brown dirt, and gray boulders can be
pushed to one side, providing there is
space available. White doors are mag-
ic. You can pass through one unless
you're carrying a boulder. The green
material that looks like dirt is goblin
cheese. You cannot go through it, but
goblins can eat a passage through.
Can You Spare a Spell?
Many types of treasure found in the
caverns will help you on your journey.
Yellow coins are the most abundant.
Watch for white coins; each of them is
worth ten of the yellow ones. You
may also find white healing potions
marked with an L. These restore one
unit of your character’s life force, The
red superstrength potion allows you to
CASTALIA
EVADE THE GOBLINS
IN THIS EXCITING,
FAST-PACED ARCADE
ADVENTURE FOR THE
64. JOYSTICK
REQUIRED.
break any red bricks that get in your
way. Collect an orange fireball spell,
and you can shoot five deadly fireballs
at goblins. Look for a light blue hel-
met and armor; each will limit the
amount of damage goblins and their
fireballs can inflict.
Goblins are the blue creatures
that patrol the caverns. They are dan-
gerous and will cause you to lose three
units of life force unless you have the
blue helmet or armor. You can kill
goblins by shooting them with fireballs.
If you trap a goblin so it can no longer
move, it will turn into a white coin.
Magical Moments
In some caves, you’ll find magical
statues that shoot fireballs. These fire-
balls will take three units of your life
force unless you have the helmet or
M
A
NG ORO]
armor. If you stand directly in front of
a statue, its fireballs won’t be able to
hit you.
Other magical items include tele-
porters. They are cyan, purple, blue,
or green and resemble doors. Tele-
porters will take you to various places
throughout the caves. Sometimes,
these teleporters will be blocked by
locked doors. To open these doors,
you must find the key of the same
color.
There are two types of toll booths
‘between you and many treasures. The
white booths cost 100 yellow coins to
pass through; the yellow ones cost 10.
Your status appears across the
top of the screen. At the left is the
amount of time you have left with su-
perstrength, followed by the number
of superstrength potions you're carry-
ing. The number by the fireball potion
is the number of fireballs you have.
Next, the healing potion shows the
amount of life force you have remain-
ing. Any keys or armor you have will
be displayed next, followed by the
number of coins you have collected.
Tips on Playing
Pressing the space bar during play
pauses the game. While it’s paused,
you can push the joystick left or right
to select a fire-button function. A gray
border means you can press the fire
button to carry a boulder and release
it to drop the boulder, an orange bor-
der means you'll shoot a fireball when
you press the fire button, and a red
border means that if you press the
button, you'll drink a superstrength
potion. The screen will flash while
you have superstrength. Press the fire
button to restart the game. Press Q
while the game is paused to start over.
If your life force drops to 0, your
character dies. Press the fire button to
restart the game, or press Run/Stop-
Restore to leave the program. When
you restart, you lose all of your coins
and potions, but you retain your keys
and armor.
Helpful Hints
Castalia is a challenging game, but it
COMPUTE G25
PROGRAMS
1D29:FF C8 87 D@ D8
1D31:G61 58 4C 6D G8 A4 AB FG 71
1D39:22 A5 F7 38 ES A8 BS G3 AG
1D41:C6 F8 38 85 F7 AS FC E5 B2
1D49:A8 BO 62 C6 FD 85 FC Bl 62
1D51:F7 88 91 FC 98 D@ F8 C4 6A
1D59:A9 FO GA Bl F7 C6 FD C6 9E
1D61:F8 C6 A9 18 EC 60 78 E6 CG
1D69:G1 4C 16 G8 66 GG GB G8 9B
1D71:GA 66 9E 32 36 36 31 E3 48
1D79:6B 78 A9 G2 E7 4A A2 FO 4B
1D81:BD 31 11 54 27 9D FF 2B 29
1D89:BD 21 12 6@ B8 28 9D EF BE
1D91:2C 66 2A EB A2 51 BD 7F 3B
1D99:Dl 9D 7F 29 16 BF F7 96 A6
1DA1:6B 85 61 1A 9E AQ 1A 8D El
1DA9:1E 1F 2C A2 @6 9D 98 CA @D
1DB1:D@ FA A9 66 8A EA 3C 34 55
1DB9:62 3D 22 66 CE 76 39 62 95
1DC1:A4 44 6A 91 5B 62 52 84 53
1DC9:AA 8D 98 2C 18 2D DC A9 6B
1DD1:6C 43 C5 91 C8 28 D6 44 8D
1DD9:GC GF 20 62 GF 26 46 17 A4
1DE1:B2 45 38 G4 7F 62 G7 42 62
1DE9:9C AY 3A 71 C3 F8 GD 31 88
1DF1:1D @C DF C@ 4D 93 6A 4C 9F
1DF9:79 7E Al 4C 48 38 18 D@ AD
1E61:15 F@ 1D 67 63 CD 4B 8F 8D
1E99:02 D5 68 58 62 5C A5 4F 61
1£11:85 5D 65 65 43 64 E6 4E BG
1E19:E6 4C D@ G4 E6 4D 35 FC BA
1E21:57 44 Bl CA A9 C3 F@ 72 AD
1E29:C4 A5 5C C5 AD A5 5D DG AB
1E31:6A 7C 69 43 38 16 C9 GA 5E
1E39:F@ 12 AD 52 83 23 41 @3 7B
1E41:A9 56 38 ED B® 8D 4C 86 AG
1E49:71 9D 68 18 3F 89 BD 62 AS
1E51:C7 C4 8C AD 71 F2 43 2C 19
1E59:65 E3 64 46 GC A3 9A 44 SE
1E61:18 68 FE 69 96 GE 24 G6 4F
1E69:5E 75 GE 13 D4 84 28 71 9F
1E71:53 69 AB 54 59 @3 DO 1A E6
1E79:33 17 A@® 8D 43 1A 48 E3 E8
1E81:D@ 68 AD 5A CE 48 96 69 85
1E89:89 A3 27 63 18 C4 G5 EY 18
1E91:0E 81 F@ BA Al 9A GC A6 2A
1E99:26 99 A7 G6 B4 36 BC 43 DF
1EA1:87 16 FC 81 8@ 8D 69 66 4C
1EA9:C@ AF 8C 11 @1 DE AA 29 D6
1£B1:7C C9 16 Bl 67 45 62 88 96
1EB9:66 26 OD 75 4B F4 69 8A C4
1EC1:86 1E C9 15 FO 1A AC SF FB
1EC9:67 C8 98 16 64 CC 51 A8 9E
1ED1:97 AC @9 AQ 14 CC CA C@ EA
1ED9:FB 69 AD 4E D9 8@ 2D G6 22
1EE1:C5 79 46 64 E4 @@ DC 8D DC
1EE9:9B 29 16 AA 4D 4@ G1 8E E6
1EF1:42 E2 CC 3B OE 22 1D 43 CB
1EF9:93 49 FF 29 OF 36 AE 16 5B
1FG1:6B 79 81 F8 1F 86 G1 OG F7
1F@9:GD 8C 9E 94 4E 8D 5@ OB 62
1F11:7F C9 68 B9 65 E2 G6 69 BI
1F19:3F B3 68 26 76 B9 57 44 D4
1F21:56 B9 58 GA 86 FA D2 F2 2D
1F29:0B @6C GC 5C 42 BC 27 BC D3
1F31:1F Dl 82 D8 26 Al 68 89 63
1F39:BD OB AB 1D OB 38 C4 G6 89
1F41:32 02 6B 55 6B 6C 26 23 3D
1F49:E5 GA 9F GA G7 GB 12 GB 25
1F51:A7 8@ F8 46 46 GA F6 GA F8
1F59:86 OD 64 64 C® 59 El 54 6B
1F61:47 EB 1C 92 9@ 83 12 AD 4F
1F69:4C 76 F9 89 D@ G4 86 64 C9
1F71:4D 63 69 84 9C GA A5 D2 AB
1F79:67 51 1D 69 91 56 CA G4 2B
1F81:52 91 4E 52 G5 06 C4 C6 CC
1F89:99 86 38 80 C9 1C A8 29 7E
1F91:72 55 DB 60 65 AG 6C 28 8E
can be solved if you take it bit by bit.
Since you don’t lose your keys or ar-
mor when you die, they are valuable.
Once you’ve found a key, you can
teleport past caves blocked by locked
doors.
In many caves, goblin cheese will
block your way. Move boulders so
that the goblins will eat the cheese for
you. Be careful if you teleport out of a
cave when a goblin is about to get
you. It will be waiting for you if you
return.
Whenever possible, dispose of
the goblins by trapping them with
boulders so that you can get the white
coins. Use fireballs only when neces-
sary. When dealing with goblins in
tight spaces, study their movements
and try to find a safe place to stand so
you can shoot them.
Use your superstrength potion
sparingly. There are many places to
use it, but not much potion.
Castalia is a fairly long game to
type in, but its numerous features will
keep dedicated game players busy for
hours. It’s filled with many little tricks
that you'll learn after you’ve played
the game a few times. Good luck.
CASTALIA
1C61:0B 1C 76 17 YE 32 34 30 9B
1C69:37 868 G8 BB 20 26 20 26 BE
1C11:26 26 26 26 26 AG C4 BY 2E
1€19:3C 68 99 F8 @@ BY FD G8 1F
1€21:99 33 63 88 DO Fl AG G9 74
1C29:B9 GC 68 99 FF 93 88 DB C9
1C31:F7 A9 13 85 2D AQ 27 85 6E
1C039:2E 4C @6 G1 19 AG G2 13 GE
1€41:27 EF 1E B9 6E 69 99 E8 IC
1€49:67 C8 DO F7 EE G2 61 EE 41
1C51:65 @1 C6 F9 D® ED A2 G3 4B
1€59:28 34 63 FG 33 C9 G7 DG BD
1C61:16 A2 G1 26 34 63 DG BA C8
1C69:A2 G4 26 34 63 18 69 87 8D
1C71:16 65 A2 GA 26 34 63 85 45
1C79:A8 A5 A7 85 AY AS FE 85 24
1C81:F7 A5 FF 85 F8 26 6C G3 9B
1¢089:A5 F8 85 FF A5 F7 85 FE 9A
1C91:E8 28 34 63 DO 1E A2 G8 49
1099:26 34 63 AG G2 84 AB 85 52
1CA1:A6 18 AS FC 65 A6 85 F7 86
1CA9:A5 FD 65 A7 85 F8 28 6C 18
1CB1:03 4C 13 @1 E8 26 34 G3 24
1CB9:DG 1C AG G3 84 AB EB 26 SE
1CC1:34 63 FO G8 A2 68 28 34 1D
10C9:93 4C 5C @1 A2 OB 28 34 E7
1CD1:03 E6 A7 4C 5C Gl E8 26 D7
10D9:34 63 DB GA E8 20 34 G3 DA
1CE1:18 69 64 A8 D@ D6 E8 20 5F
1CE9:34 63 DG GA A2 G2 26 34 49
1CF1:03 18 69 66 DG ED A2 G8 CA
1CF9:20 34 G3 DG E6 AD BB 85 20
1D01:A7 A4 FB FG@ OC G6 FA 2A 5F
1D69:26 A7 C6 FB CA DG F2 AB 61
1D11:66 48 Bl FE 85 FA AQ G8 27
1D19:85 FB 68 A4 FE DG G2 C6 72
1D21:FF C6 FE CO
1F99:53 34
1FA1:D2 8D 23 23 6B
1PA9:24 17 1E @C C9 GA BE G5 21
1FB1:E8 FO 16 56 61 66 84 G1 14
1FB9:E®8 E9 3C 8@ 1B 85 C5 41 2E
1FC1:46 BE 97 82 GC AD FO 96 4E
1FC9:8D 52 63 GA GA B4 38 44 3C
1FD1:CC 5A 74 EA 64 85 59 A2 D5
1FD9:@6 AG 28 Bl 58 45 71 85 AG
1FE1:29 FC C9 64 DB 36 26 4c 59
1FE9:A4 82 21 2B 81 5A E6 58 8D
1FF1:CC BE E3 E6 59 E6 5B AS F3
1FF9:59 C9 68 DB D9 AD 4A D1 51
2601:7C 48 18 A8 8C 4B A4 46 3A
2669:83 BE 35 18 6D 48 66 A8 97
2011:B9 F2 16 8D 41 6C 89 G8 9C
2619:4F 69 GA Fl A4 AS 78 DG 39
2621:64 63 26 A3 26 1A 19 48 4F
2629:4D C6 85 47 61 64 65 CB 53
2631:7B 96 65 BG GA 46 C4 BC AE
2639:17 12 71 F4 67 43 23 A3 36
2041:3F 18 76 Dl 38 AE 16 6B SA
20649:F6 5E D2 F8 68 D2 8B ED 17
2651:8D 66 1C DG 69 9B 63 18 1B
2059:D8 A9 62 B7 A6 78 GC AS Gl
2061:4E 66 A2 28 85 56 85 54 84
2669:A5 4F E9 GG 85 51 22 27 6A
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Gazette is looking for utilities,
games, applications, educa-
tional programs, and tutorial ar-
ticles. If you’ve created a
program that you think other
readers might enjoy or find
useful, send it on disk to
Gazette Submissions Reviewer
COMPUTE Publications
324 W. Wendover Ave.
Ste. 200
Greensboro, NC 27408
Please enclose an SASE if you
wish to have the materials
returned.
MA
PROGRAMS
Y
ONLY
ON
DISK
In addition to the type-in pro-
grams found in each issue of the
magazine, Gazette Disk offers
bonus programs and original 64
and 128 artwork. Here are this
month's bonuses.
Head On
Grant R. Young
Christchurch, New Zealand
The object of this outstanding
two-player arcade game is sim-
ple: Try to find your opponent
and annihilate him. Two players
are placed in a maze that's filled
with bullets, missiles, guns, and
teleporters. Check out the excel-
lent split-screen technique, and
design your own mazes with the
editor program that’s included.
ON DISPLAY
IN
“GAZETTE GALLERY”
Picture of the Month:
CROC
Vincent D. Zahnle
Martinez, GA
NOMAD
Brian Kissinger
Evansville, IN
WINTER PINES
Robert Woodall
Rural Hall, NC
MOUNTAIN
Danny English
Moreno Valley, CA
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f you need a useful utility program
for reading, renaming, and scratch-
ing files, try Multi-Reader. It can
handle one or more files at a time
for extra speed and convenience, and
it provides other useful file infor-
mation as well.
This disk-management program
displays the parameters of any file or
program on disk. It provides a file’s
normally appear on a directory list-
ing. The current track and sector are
displayed on the bottom left of the
screen for your convenience.
S This option allows you to scratch
or delete selected files. Select a file
by pressing the space bar. This will
highlight its name in the directory.
You can delete as many files as you
like at one time by simply highlight-
space bar to pause the information;
press it again to continue. Press the
Run/Stop key to stop and return to
the main screen. When you’ve
reached the end of the file, the pro-
gram stops and waits for you to
press the space bar so that you can
gonsinue reading the next selected
ile.
rOgl : I This key provides file parameters:
size in blocks, its type (program, se- name, type, lock key, size in bytes,
quential, or user), its starting and end- size in blocks, starting address, and
ing addresses, and whether or not the ending address. The track and sec-
file is locked. tor where the program is saved are
: displayed at the bottom left of the
Typing It In & screen. To stop and return to the
Multi-Reader is written entirely in main screen, press the Run/Stop
machine language, but it loads and key.
Y to exit or N to cancel.
runs like a BASIC file. To enter it, use Run/Stop To stop an operation dur-
MLX, our machine language entry
program; see “Typing Aids” elsewhere
in this section. When MLX prompts
you, respond with the values given
below. Cursor keys Use these keys to scroll
ing its execution, press this key.
up and down the filenames in the
Starting address: 0801 READ, RE NAM ie, OR main screen.
Press it at the menu screen to exit to
BASIC. You'll be prompted to press
Ending address: 1720 SCR ATCH FI LE S E ASILY Spats pave aed eae hea
Be sure to save a copy of the program WITH THIS UTILITY should change your mind about a
before you exit MLX. selected file. In the Get or Read
Remove any cartridges you may FOR THE 64 mode, it’s used as a toggle key to
have plugged into your computer.
They may interfere with Multi-Reader
and cause it not to work.
When the main screen appears,
you'll see a menu with all the program
options. The first letter in certain
words will be flashing. These are hot
keys that will activate the Multi-Read-
er commands. The A, B, and Home
keys are also active, although they do
not appear on the menu screen. Their
functions are covered later.
pause or resume the scrolling text.
B Press this key to scroll to the last
file in the list.
Home Press this key to move to the
first filename in the directory.
A This option toggles all the file-
names between highlighted and not
highlighted.
MULTI-READER
6861:6C G8 GA BG 9E 26 32 34 64
6809:36 32 36 66 GB AD BB 85 EC
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6881:8D 2F 16 8C 36 16 A2 FF CE
ing each name. Before any files are
deleted, you'll be asked if you are
sure. Press Y to continue or N to
cancel. After a file has been deleted,
its file type changes to * del. Ifa
read or write error occurs, it’s dis-
played at the bottom of the screen,
and the program stops until you
press the space bar to continue.
R Press this key when you want to re-
name all the files selected. To re-
name a file, enter the new name on
the bottom line of the screen and
press Return. Use the Inst/Del key
to correct typing errors. Press the
Run/Stop key to exit. Any errors
are handled as explained above.
G Press G to get or read all selected
files. The contents will be displayed
in ASCII characters. The current
track and sector are displayed at the
bottom of the screen. Press the
Using the Program
To use Multi-Reader, insert a disk in
your drive and call up a directory. Use
the appropriate hot keys to make your
selections.
D Press D after you’ve inserted a
disk, and its directory will appear
onscreen. Multi-Reader will display
all the files, even those that have
been deleted (* del) and would not
@30 COMPUTE MAY 1991
0889: 86
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PROGRAMS
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PROGRAMS
Rov Oro Bes EwOR eal TRAVAtIN I
can. Remember, each one is worth 50
points. Getting to the canisters that
are stored against the walls can be
tricky, however, due to the shape of
your vessel and the fact that your guns
are located in the ship’s nose. You'll
have to attack from several angles.
RADONIUM (PROGRAM 1)
KH @ REM COPYRIGHT 1991 COMPUT
E PUBLICATIONS INTL LTD -
stroy your opponent’s ship and radon-
ium supplies before he or she can
destroy yours.
Learning to maneuver your craft
may take some practice. Press the joy-
stick to the left to rotate to the left;
move it to the right to rotate right.
Press the joystick forward to acceler-
ate in the direction your ship is facing;
pull it back to stop. Press the fire but-
ton to fire a neutron pulse.
his is a fast-paced dogfight pro-
gram for two players flying radon-
ium-powered spaceships. Each
player tries to destroy the other
ship and its cache of fuel containers
while avoiding enemy fire.
The ship in the upper left corner
of the screen is controlled by a joy-
stick in port 2; the other, by a stick in
port 1. So after you’ve typed the game
in, invite your best friend over fora
friendly space duel. ALL RIGHTS RESERVED
Radonium consists of two pro- SR 10 IFFL=@THENFL=1:LOAD"RADO
grams. The first is a short BASIC boot NIUM/ML.",8,1
program that loads and runs the main SQ 20 s¥S49152
machine language program. The boot
program is only a few lines long, but RADONIUM/ML.
to avoid typing errors, you may want
t The Automatic Proofreader to n 8D Il D@ AOS B8 85 YE
ater ele tae peas SPACESHIPS DUEL IN cgenine a aa 98 Bs FB A2 38 4B
in thi i : CA BF
athe caps : THIS TWO-PLAYERR, Sgietog =e xe a 5 ee ae 99 22
You'll nced MLX, our machine CG20:GA @8 BI CC CC 99 4A OB 16
language entry program, to enter the ARCADE-ST YLE C028:B9 66 CD 99 89 @8 BO FA 4E
main program; see “Typing Aids” CG3G:CC 99 CA 68 B9 28 CD 99 FB
elsewhere in this section. When MLX | MR@ANW/{\qm © Pall eer 5
CG38:09 G9 B9 94 CD 99 49 69 71
Z A 72
rompts you, respond with the values CO40:B9 C2 CD 99 88 69 BO F3
given below. JOYSTICKS REQUIRED. EEE ae eee
C658:76 CF 99 5E GF B9 97 CF 86
CG66:99 9E OF B9 B8 CF 99 DE EA
C068:GF AQ FF 99 86 G3 99 AB 59
CG76:03 88 16 DD A2 21 BD 71 FB
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CG88:06 99 A7 G2 99 E7 G2 BO AF
CO9G:AE CE 99 6G D4 88 16 EF 29
CG98:A9 19 85 62 A9 BG 85 FB 5A
CGAG:A9 26 85 FC A2 28 AS FB 7C
CGA8:85 FD A5 FC 85 FE AG @@ 5A
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COCO:FD 96 62 E6 FE CA D@ E6 BF
C@C8:E6 FC AS FB 18 69 46 85 DD
CGDG:FB 98 62 E6 FC C6 G2 DG FA
C@D8:CB A9 68 85 FB AQ 2A 85 7G
CGEG:FC AQ 69 85 FE AG GG AD EB
CGE8:GE 85 62 A2 GB BD 56 CD AE
CGFG:91 FB C8 E8 EG G8 DG F5 AG
CGF8:C6 G2 DG EF 18 AS FB 69 3G
C166:48 85 FB 9G G2 E6 FC E6 1A
C108:FC C6 FE DG D8 AY GF 8D Cl
C116:F6 @2 A9 14 8D 13 G3 AY 6E
C118:32 8D F4 CE 26 44 E5 AQ 2B
C120:98 8D 21 DG 8D 20 DG Ad 76
C128:F8 8D 16 DG AG G4 BO AT CA
C136:02 18 69 BG 99 94 G5 BO D5
C138:AC 62 69 BG 99 AF @5 AQ GA
C146:@F 99 94 D9 99 AF D9 88 AQ
C148:16 E4 AG 62 B9 E7 CF 99 E7
C150:4F @5 A9 OF 99 4F D9 88 29
C158:16 F2 C8 B9 A7 G2 D9 AC FA
C160:92 D@ 67 C8 CG G5 DG F3 36
C168:FG
Starting address: C000
Ending address: CFFF
Do not touch your opponent’s ra-
donium supply depot until you’ve de-
stroyed all the canisters stored there.
Fifty points are awarded for every ra-
donium canister you destroy, but the
points go only to the winner of each
round. The round ends whenever
your ship or your opponent’s ship has
been destroyed. Your ship is very
strong, however; it can bounce off
walls and your own fuel area without
harm.
Information windows in the cen-
ter of the screen keep track of the
scores for the current round, the over-
all totals, and the number of the cur-
rent round. Pressing the up-arrow key
during a round will terminate that
game and return you to the title
screen. Any points accrued in the ter-
minated round will not be added to
the total scores.
Since each player has 24 canisters
of radonium in his or her supply de-
pot, you can build up your score by
destroying as many of them as you
Be sure to save a copy of the program
as RADONIUM/ML. before exiting
MLX. This is the name the boot
program loads and runs.
Playing the Game
When the title screen appears, set
your game parameters. The levels of
play are selected by the function keys.
Level 3 is the most difficult. The plus
and minus keys select the number of
rounds you wish to play. You can set
it anywhere between 10 and 90; the
default number of rounds is 20. A
round continues until a ship has been
destroyed.
The main screen also provides
scoring information, presenting both
scores from the previous game and
the game’s high score. The high score
will be in the color of the ship that
scored it.
When you press a function key,
the game begins. The object is to de-
3
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PROGRAMS
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PROGRAMS |
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MeAWY, 4129981 COMPUTE G35
G36 COMPUTE
PROGRAMS
his handy little routine transfers a
block of data from one location in
128 memory to another. It sounds
simple, but simple can mean pow-
erful, as in the case of this short ma-
chine language routine.
Xtrax transfers data between
Bank 0 and Bank 1. This can be im-
portant if you’re writing a program
that uses a lot of hi-res graphics
screens, sprites, or text. Just set aside
enough memory in Bank | for your
program, and with this routine Bank 1
becomes a buffer for that data. Xtrax
also provides an overlay option, mak-
ing it easy to display multiple screens.
Getting Started
Xtrax consists of two parts, the pro-
gram itself and a demonstration.
Xtrax is written entirely in machine
language, so use WZLX, our machine
language entry program, to type it in;
see “Typing Aids” elsewhere in this
section. When MLX prompts you, re-
spond with the values below.
Starting address: 1B74
Ending address: 1C03
Be sure to save the program before
you exit MLX.
The demonstration program is
written in BASIC. Use The Automatic
Proofreader, found elsewhere in this
section, to type it in.
The demo will call Xtrax, so be
sure Xtrax is on the same disk and has
been saved with that name. The dem-
onstration will draw a circle in the
center of the screen. Xtrax will then
copy the circle to Bank 1.
After this, the screen clears and
two intersecting lines are drawn. Then
the data in Bank | is overlayed on the
top and bottom portions of the screen
that contains the intersecting lines.
There are now two circles on the hi-
res screen with the intersecting lines.
The data in Bank | was copied to two
different screen locations.
Using the Program
Xtrax is a subroutine used from with-
in another program. To load and run
MA Y
it, type BLOAD “XTRAX”,BO,
P7028. To transfer data, determine
the low- and high-byte values of the
source and target addresses.
The demo program does this at
line number 160. This is where the
data to be transferred is being passed
from the address range 28160-32319
to the destination address 8192. In the
hexadecimal number system, these
addresses are $6E00-$7E3F and
$2000, respectively.
KIRAK
TRANSFER DATA
WITHIN A 128
The 128 works with addresses as
two-byte values, with each byte hold-
ing two digits of the hexadecimal ad-
dress. Thus, for the first address
above, the byte values are $6E and
$00. The former is the high byte; the
latter, the low byte. Converting back
to decimal, these values become 110
and 0. The decimal pair for the end-
of-source require a | be added to each,
with the result being 126 and 64. For
the target address, the byte values are
32 and 0. The part of the demo pro-
gram that instructs Xtrax to make the
transfer reads as follows:
170 POKE 249,0: POKE 250,110
180 POKE 251,64:POKE 252,126
190 SYS 7028,0,32,6
Generally, the format for a trans-
fer is as follows:
POKE 249, source starting value (low
byte): POKE 250, source starting val-
ue (high byte): POKE 251, source end-
ing value + I (low byte): POKE 252,
source ending value + I (high byte)
te OT
This is followed by SYS 7028,
destination value (low byte), destina-
tion value (high byte), type of transfer.
The demo type value of 6 refers
to an overlay from Bank | to Bank 0.
Additional transfer and overlay types
are listed in the following table.
Type Action
Transfer (Bank 0 only)
Transfer from Bank 0 to Bank |
Transfer from Bank | to Bank 0
Transfer (Bank | only)
Overlay (Bank 0 only)
Overlay Bank 0 on Bank |
Overlay Bank | on Bank 0
Overlay (Bank | only)
ASADMNHRWN— ©
BLOAD "XTRAX",BG,P7028
GRAPHIC 1,1
REM DRAW CIRCLE
CIRCLE 1,166,106,51
PAINT 1,160,106
REM CIRCLE TO BANK 1
POKE 249,128:POKE 250,39
POKE 251,192:POKE 252,55
SYS 7628,0,116,1
REM CLEAR SCREEN
GRAPHIC 1,1
REM DRAW LINES
DRAW 1,4,8 TO 319,199
DRAW 1,319,8 TO 6,199
REM OVERLAY CIRCLES
POKE249,60:POKE 256,116
POKE251,64:POKE 252,126
SYS 7628,6,32,6
POKE249,00:POKE 256,119
POKE251,64:POKE 252,126
SYS 7628,0,47,6 ro]
PROGRAMS
My AAT st HCE ew.
*ve always been annoyed by pro-
grams that require a SYS command
to activate them. For starters, I can
never remember all the SYS num-
bers used by my various programs.
Another problem occurs when I
need information to operate a ma-
chine language program. It’s never
available directly from the program it-
self, so I’m forced to search through
all my back issues of magazines for
the relevant article.
One way around this problem is
to use a separate BASIC loader that
activates the program and includes
any necessary documentation. This is
not always the best solution, however.
Loaders are time-consuming to set up,
they clutter up disk directories, and
they are clumsy to use.
Loader-Maker is a short machine
language utility designed to rectify
these problems. It allows the user to
set up a BASIC program containing
REM statements (or anything else) to
which a SYS command to activate the
program is automatically added.
The program can then be saved
as a single BASIC file. Gone is the
need to remember SYS numbers or
provide separate BASIC loaders for
each program.
Getting Started
Loader-Maker is written entirely in
machine language. To type it in, use
MLX, our machine language entry
program; see “Typing Aids” elsewhere
in this section. When MLX prompts
you, respond with the values given
below.
Starting address: 5000
Ending address: 5137
After you’ve finished typing in the
program, be sure to save a copy of
Loader-Maker before exiting MLX.
Using Loader-Maker
After you’ve produced a working copy
of Loader-Maker, using it is simple.
Simply load Loader-Maker, type
NEW, and then load the machine lan-
guage file to be converted. Set up your
ee |
basic program with any documenta-
tion you might want to include, and
then type SYS 20480,sa, ea, ep.
After the SYS command, sa and
ea are the starting and ending ad-
dresses of the machine language file,
respectively, and ep is the program’s
entry point—that is, the SYS num-
ber you would normally use to acti-
vate the program.
LOADER:-
MAKER
ADD SYS
COMMANDS TO
MACHINE
LANGUAGE
PROGRAMS TO
ACTIVATE THEM
AUTOMATICALLY
After a short pause, the READY
prompt should appear. If you list the
program, you’ll see your BASIC pro-
gram, plus a new line 63999, contain-
ing a SYS command. Don’t worry
that the SYS number in this line is dif-
ferent from the one you provided.
This SYS number calls a small pro-
gram that moves the actual machine
language file into its proper place and
activates the program. Now, save the
program as you would a normal
BASIC file, using the format SAVE
‘filename’, 8,1.
For example, to convert Loader-
Maker itself into a single BASIC file,
load Loader-Maker and type NEW.
Type in some comments, for example,
MA
Y,
10 REM ACTIVATE WITH SYS
20480,SA,EA,EP
Then in immediate mode, type the
command SYS 20480,20480,20787,
42100 (this extra number will be ex-
plained later).
List the program to verify that
line 63999 exists. Then save Loader-
Maker using the format SAVE “Load-
er-Maker’’,8,1. That’s all there is to it.
How It Works
Loader-Maker works by searching un-
til it finds the end of your BASIC pro-
gram, It then calculates the SYS
command needed to activate the pro-
gram and appends it as line 63999. Ifa
line 63999 already exists, it will be
overwritten. A small machine lan-
guage routine then moves the pro-
gram back to its correct position on
reloading. The machine code program
is then added to the end of the BASIC
program, and CLR is performed to
reset any altered pointers.
Things to Watch For
Loader-Maker won't be able to con-
vert machine language files that al-
ready exist as a one-line basic SYS
statement, such as SpeedScript’s 10
SYS 2061. These programs already
are in their optimal form. Nor will it
cope with programs that begin be-
tween 2048 ($0800) and 2061 ($080E),
as these 14 bytes are needed to con-
tain the BASIC SYS command. Plus,
Loader-Maker will not run programs
with entry points beneath BASIC or
Kernal ROM (40960-49159 and
57344-65535, respectively). Also,
Loader-Maker will not work with pro-
grams residing between 20480 and
20787 ($5000-$5 133), as Loader-
Maker itself resides in this block.
Loader-Maker will convert files
that lie under BASIC or Kernal ROM,
as long as their entry points exist in
free memory. It will also convert pro-
grams that would overlap the BASIC
file, owing to the use of a downward
machine language mover. The small
restrictions placed on using Loader-
Maker are not as harsh as they seem,
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PROGRAMS
as most machine language programs
reside either in the 4K block begin-
ning at 49152 ($C000) or at the top of
memory. Of the dozens of stand-alone
machine language programs I own,
not one has been unable to be con-
verted with Loader-Maker.
Finally, Loader-Maker can be
used with utilities that require param-
eters that need to be supplied with the
BASIC SYS command, such as those
used with Loader-Maker itself.
Simply supply the value 42100
($A474) as the entry point when you
use Loader-Maker, rather than the
proper entry point. This will send the
computer straight back to BASIC,
rather than to the start of the actual
program itself, which would generate
an error because the required parame-
ters would be missing. The proper
syntax can then be given.
Thus, as shown previously, to
convert Loader-Maker into a BASIC
file, type SYS 20480,20480,20787,
42100. Once the BASIC loader has
been run, simply use Loader-Maker
as you normally would.
LOADER-MAKER
50666:26 25 51 8D
5668:51 20 25 51
5616:36 51 26 25
5618:8C 38 51 Ad
5629:F9 85 15 20
5628:85 FB A5 60
5030:A6 26 33 A5
5038:9D 48 A5 FC
5040:85 FE 68 85
5948:96 38 20 49
5050:AG OC BY FG
5058:10 F8 AB B5
5666:01 FO 87 91
5068:5E 56 AG 27
5076:FD 88 10 F8
5678:01 91 FD AD
5680:91 FD AD 36
5088:51 18 69 61
5696:91 FD AD 34
5098:AG 22 91 FD
56AG:26 91 FD AD
50A8:91 FD E6 FE
56BG:EE 36 51 AD
56B8:AD 34 51 85
58C6:29 FC 85 Gl
56C8:91 FD C8 DG
5@D8:FE A5 FC CD
50D8:A5 G1 89 G3
5GEG:FD 85 2D A4
50E8:59 A6 26 33
5GFO:FF FF F9
5GF8:98 30 ht)
5106:FE A9 85
5168:FC A9 85
5116:FB 91 88
5118:C6 FC FE
5120:D8 ED i)
5128:20 8A 26
5136:A4 15 66
THE AUTOMATIC
PROOFREADER
The Automatie Proofreader helps you
type in program listings for the 128
and 64 and prevents nearly every kind
of typing mistake.
Type in the Proofreader exactly
as listed. Because the program can’t
check itself, type carefully to avoid
mistakes. Don’t omit any lines, even
if they contain unusual commands.
After you’ve finished, save a copy
before running it.
Next, type RUN and press RE-
TURN. After the program displays
the message “Proofreader Active,”
you're ready to type in a BASIC
program.
Every time you finish typing a
line and press RETURN, the Proof-
reader displays a two-letter checksum
in the upper left corner of the screen.
Compare this result with the two-let-
ter checksum printed to the left of the
line in the program listing. If the let-
ters match, it’s almost certain the line
was typed correctly. If not, check for
your mistake and correct the line.
The Proofreader ignores spaces
not enclosed in quotation marks, so
you can omit or add spaces between
keywords and still see a matching
checksum. However, spaces inside
quotes are almost always significant,
so the program pays attention to
them.
The Proofreader does not accept
keyword abbreviations (for example, ?
instead of PRINT). If you prefer to
use abbreviations, you can still check
the line by LISTing it, moving the
cursor back to the line, and pressing
RETURN.
Though the Proofreader doesn’t
interfere with other BASIC opera-
tions, it’s a good idea to disable it
before running another program.
@ CLR
10 VE=PEEK(772)+256*PEEK(77
3) :LO=43:HI=44: PRINT"
{CLR} {WHT}AUTOMATIC PROO
FREADER FOR ";
20 IF VE=42364 THEN PRINT "
64"
30 IF VE=17165 THEN LO=45:4
I=46:WAIT CLR:PRINT"128"
40 SA=(PEEK(LO)+256*PEEK (HI
))+6:FOR J=SA TO SA+166:
READ B:POKE J,B:CH=CH+B:
NEXT
IF CH<>20574 THEN PRINT
{SPACE}"*ERROR* CHECK TY
PING IN DATA STATEMENTS"
: END
FOR J=l TO 5:READ RF,LF,
HF:RS=SA+RF:HB=INT (RS/25
6) :LB=RS-(256*HB)
CH=CH+RF+LF+HF: POKE SA+L
F,LB:POKE SA+HF,HB:NEXT
IF CH<>22054 THEN PRINT
{SPACE}"*PRROR* RELOAD P
ROGRAM AND CHECK FINAL L
INE" : END
99 IF VE=17165 THEN POKE SA
+14,22:POKE SA+18,23:POK
ESA+29, 224: POKESA+139,224
166 POKE SA+149,PEEK(772):P
OKE SA+15@,PEBK(773):PR
INT"{CLR}PROOFREADER AC
TIVE"
116 SYS SA:POKE HI,PEEK(HI)
+1:POKE (PEEK(LO)+256*P
EEK (HI))-1,4:NEW
126 DATA120,169,73,141,4,3,
169,3,141,5,3,88,96,165
720,133,167
136 DATA165,21,133,168,169,
@,141,0,255,162,31,181,
199,157,227
146 DATA3,202,16,248,169,19
732,2180,255,169,18,32,2
16,255,160
156 DATAG,132,180,132,176,1
36,230,186,200,185,G4,2,
240,46,261
168 DATA34,208,8,72,165,176
773,255,133,176,104,72,
201,32,268
17@ DATA7,165,176,268,3,144
7 208,226,104,166,180,24
165,167
188 DATA121,0,2,133,167,165
,168,165,0,133,168,262,
208,239,240
198 DATA262,165,167,69,168,
72,41,15,168,185,211,3,
32,219,255
200 DATA194,74,74,74,74,168
7185,211,3,32,216,255,1
62,31,189
216 DATA227,3,149,199,262,1
6,248,169,146,32,216,25
5,76,86,137
226 DATA65,66,67,68,69,76,7
1,72,74,75,77,80,81,82,
83,88
236 DATA 13,2,7,167,31,32,1
51,116,117,151,128,129,
167,136,137 o
COMPUTE’s
SpeedScript Disk
A powerful word processing
package for Commodore 64
and 128 owners
A Great Deal for Commodore
Users!
° SpeedScript for the 64
e SpeedScript 128—80-column version
¢ Spelling checkers
¢ Mail merge
e Date-and-time stamp
° 80-column preview for the 64
¢ Turbo save and load
* Plus more than a dozen other SpeedScript
support utilities all on one disk (including
full documentation)
Everything’s included!
Features, games, reviews,
education/home applications,
programming, bug-swatter,
feedback, and columns!
A superb interface includes pull-down menus, help
screens, and keyboard, joystick, or mouse control. Fea-
tures include super-fast searching and sorting capa-
bilities. An options screen allows you to choose text
colors, drive number, and input device. And there’s full
documentation on disk.
Choose from three modes of operation—browse for quick
scanning, view for detailed information and descriptions,
and edit for adding items from upcoming issues—and
print to any printer. There’s even a turboload option for
maximum disk-access speed.
copies of COMPUTE's
| I've enclosed $11.95 plus $2.00 postage and handling. (Outside
U.S. and Canada add $1.00 for surface mail or $3.00 for
airmail.)
Amount
| ORDER NOW! aes Te
Total
| Name
| Address
| City
Mail personal check or money order to
Commodore SpeedScript Disk
324 W. Wendover Ave., Ste. 200
| Greensboro, NC 27408
| Residents of North Carolina and New York, add appropriate tax for your area. Canadian
orders, add 7) good and services tax
Please allow 4-6 wecks for delivery. Program available only on 54-inch disks
ORDER YOUR
1990 GAZETTE
INDEX TODAY!
(MasterCard and Visa accepted
on orders with subtotal over $20.)
DYES! Please send me __ 54-inch
disk(s) ($7.95 each).
Subtotal
Sales Tax (Residents of NC and NY please add
appropriate sales tax for your area. Canadian or-
ders, add 7% goods and services tax. )
Shipping and Handling ($2.00 U.S. and Canada,
$3,00 surface mail, $5.00 airmail per disk.)
|
|
|
I
I
I
I
I
I
! Total Enclosed
| — Check or Money Order -— MasterCard — VISA
8 Credit: Card ino. ——— xr Dale
|
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,
Signature
(Required)
Daytime Telephone No
Name
Address
City
Slate,
ZIP/
Province Postal Code
Send your order to 1990 Gazette Index, 324 W.
Wendover Ave., Ste. 200, Greensboro, NC 27408.
3
iW
o
9
=
=
8
id
j=
=
il
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=
How to Type In
COMPUTE’s Gazette Programs
Each month, Gazette publishes pro-
grams for the Commodore 128 and 64.
Each program is clearly marked by title
and version. Be sure to type in the
correct version for your machine. All 64
programs run on the 128 in 64 mode. Be
sure to read the instructions in the cor-
responding article. This can save time
and eliminate any questions which
might arise after you begin typing.
We regularly publish two pro-
grams designed to make typing easier:
The Automatic Proofreader, for BASIC
programs, and MLX, for entering ma-
chine language programs.
When entering a BASIC program,
be especially careful with DATA state-
ments, as they are extremely sensitive
to errors. A mistyped number in a
DATA statement can cause your ma-
chine to “lock up” (you'll have no con-
trol over the computer). If this happens,
the only recourse is to turn your com-
puter off and then on, erasing what was
in memory. This could cause you to lose
valuable data, so be sure to save a pro-
gram before you run it. If your computer
crashes, you can always reload the pro-
gram and look for the error.
Press:
| SHIFT | | CLR/HOME | fig
CLRIHOME | [a
When You Read:
{CLR}
{HOME}
{UP}
{DOWN}
{LEFT}
{RIGHT}
{RVS}
{OFF}
{BLK}
{WHT}
{RED}
{CYN}
Special Characters
Most of the programs listed in each
issue contain special control characters.
To facilitate typing in any programs
from Gazette, use the following listing
conventions.
The most common type of control
characters in our listings appear as
words within braces: {DOWN} means
to press the cursor-down key; {5
SPACES} means to press the space bar
five times.
To indicate that a key should be
shifted (hold down the Shift key while
pressing another key), the character is
underlined. For example, A means hold
down the Shift key and press A. You
may see strange characters on your
screen, but that’s to be expected. If you
find a number followed by an under-
lined key enclosed in braces (for ex-
ample, {8 A}), type the key as many
times as indicated (in our example, en-
ter eight shifted A’s),
If a key is enclosed in special
brackets, K 3!, hold down the Commo-
dore key (at the lower left corner of the
keyboard) and press the indicated
character.
When You Read:
{PUR}
{GRN}
{BLU}
{YEL}
{ Fi}
{ F2 }
{ F3 }
{ }
{ F5 }
{ Fo }
{ F7 }
{ F8 }
a i &
PETITE
SE ERGO ¢
Rarely, you'll see a single letter of
the alphabet enclosed in braces. This
can be entered on the Commodore 64
by pressing the Ctrl key while typing
the letter in braces. For example, {A}
means to press Ctrl-A.
The Quote Mode
You can move the cursor around the
screen with the Crsr keys, but you may
want to move it under program control,
as in examples like {LEFT} and
{HOME} in the listings. The only way
the computer can tell the difference be-
tween direct and programmed cursor
control is the quote mode.
Once you press the quote key,
you're in quote mode, which can be
confusing if you mistype a character
and cursor left to change it. You'll see a
graphics symbol for cursor left. Use the
delete key to back up and edit the line.
Type another quotation mark to get out
of quote mode. If things get too confus-
ing, exit quote mode by pressing Re-
turn; then cursor up to the mistyped
line and fix it. If the mistake involves
cursor movement, you must press the
quote key to reenter quote mode. @
When You Read: Press:
>
tt [eeoerh ete
mn s
For Commodore 64 Only
R13 ‘CoMMODORE||1| Fy
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Ks J
COMMODORE | | 2 |
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COMMODORE |
[COMMODORE | | 5 |
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